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球体上を走る線
Line runnning of sphere.
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						#pragma once #include "ofMain.h" class ofApp : public ofBaseApp { public: 	void setup(); 	void update(); 	void draw(); 	void keyPressed(int key) {}; 	void keyReleased(int key) {}; 	void mouseMoved(int x, int y) {}; 	void mouseDragged(int x, int y, int button) {}; 	void mousePressed(int x, int y, int button) {}; 	void mouseReleased(int x, int y, int button) {}; 	void mouseEntered(int x, int y) {}; 	void mouseExited(int x, int y) {}; 	void windowResized(int w, int h) {}; 	void dragEvent(ofDragInfo dragInfo) {}; 	void gotMessage(ofMessage msg) {}; 	ofEasyCam cam; };  | 
					
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						#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(60); 	ofSetWindowTitle("openFrameworks"); 	ofBackground(0); 	ofEnableDepthTest(); 	ofSetLineWidth(3); } //-------------------------------------------------------------- void ofApp::update() { 	ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { 	this->cam.begin(); 	ofRotateX(180); 	int radius = 300; 	for (int line = 0; line < 120; line++) { 		auto base_location = glm::vec3(ofRandom(-radius, radius), (int)(ofRandom(-radius, radius) + ofGetFrameNum()) % (radius * 2) - radius, ofRandom(-radius, radius)); 		glm::vec3 prev_location; 		for (int i = 0; i < 30; i++) { 			auto location = base_location + glm::vec3(0, i, 0); 			location = glm::normalize(location) * radius; 			auto rotation_y = glm::rotate(glm::mat4(), ofMap((ofGetFrameNum() + i) % 100, 0, 100, -PI, PI), glm::vec3(0, 1, 0)); 			location = glm::vec4(location, 0) * rotation_y; 			if (i != 0) { 				ofSetColor(255, ofMap(location.z, -radius, radius, 255, 0)); 				ofDrawLine(location, prev_location); 			} 			prev_location = location; 		} 		ofDrawSphere(prev_location, 3); 	} 	this->cam.end(); } //-------------------------------------------------------------- int main() { 	ofSetupOpenGL(720, 720, OF_WINDOW); 	ofRunApp(new ofApp()); }  |