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トーラスをバラバラにする。
Separation torus.
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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 windowResized(int w, int h) {}; void dragEvent(ofDragInfo dragInfo) {}; void gotMessage(ofMessage msg) {}; glm::vec3 make_point(float R, float r, float u, float v); ofEasyCam cam; ofMesh face_mesh, frame_mesh; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofSetLineWidth(2); ofEnableDepthTest(); this->frame_mesh.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face_mesh.clear(); this->frame_mesh.clear(); auto R = 100.f; auto u = 0.f; auto u_step = 10.f; auto v_step = 5.f; ofColor color_1, color_2; for (int i = 0; i < 36; i++) { auto r = ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.005), 0, 1, 10, 30); float angle_z = (i * 5) * DEG_TO_RAD; auto rotation_z = glm::rotate(glm::mat4(), angle_z, glm::vec3(0, 0, 1)); color_1.setHsb(ofMap(i, 0, 36, 0, 255), 200, 255); color_2.setHsb(ofMap((i + 1) % 36, 0, 36, 0, 255), 200, 255); for (auto v = 0; v < 360; v += v_step) { vector<glm::vec3> vertices{ glm::vec4(this->make_point(R, r, u, v), 0) * rotation_z, glm::vec4(this->make_point(R, r, u + u_step, v + v_step), 0) * rotation_z, glm::vec4(this->make_point(R, r, u, v + v_step), 0) * rotation_z, glm::vec4(this->make_point(R, r, u - u_step, v), 0) * rotation_z }; this->face_mesh.addVertices(vertices); this->frame_mesh.addVertices(vertices); auto index = this->face_mesh.getVertices().size() - 1; this->face_mesh.addIndex(index - 3); this->face_mesh.addIndex(index - 2); this->face_mesh.addIndex(index - 1); this->face_mesh.addIndex(index); this->face_mesh.addIndex(index - 3); this->face_mesh.addIndex(index - 1); this->frame_mesh.addIndex(index - 3); this->frame_mesh.addIndex(index - 2); this->frame_mesh.addIndex(index); this->frame_mesh.addIndex(index - 1); u += u_step; } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofSetColor(239); this->face_mesh.draw(); ofSetColor(39); this->frame_mesh.draw(); this->cam.end(); } //-------------------------------------------------------------- glm::vec3 ofApp::make_point(float R, float r, float u, float v) { // 数学デッサン教室 描いて楽しむ数学たち P.31 u *= DEG_TO_RAD; v *= DEG_TO_RAD; auto x = (R + r * cos(u)) * cos(v); auto y = (R + r * cos(u)) * sin(v); auto z = r * sin(u); return glm::vec3(x, y, z); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |