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Twisting torus.
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						#pragma once #include "ofMain.h" #include "opencv2/opencv.hpp" 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(24); 	ofSetWindowTitle("openframeworks"); 	ofBackground(239); 	ofEnableDepthTest(); 	this->frame_mesh.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { 	ofSeedRandom(39); 	this->face_mesh.clear(); 	this->frame_mesh.clear(); 	auto r = 15; 	auto v_span = 4; 	auto u_span = 8; 	auto v_start = ofGetFrameNum(); 	for (auto R = 50; R <= 250; R += 100) { 		auto noise_seed = glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000)); 		for (auto v = 0; v < 360; v += v_span) { 			for (auto u = 0; u < 360; u += u_span) { 				vector<glm::vec3> vertices; 				vertices.push_back(this->make_point(R, r, u, v)); 				vertices.push_back(this->make_point(R, r, u + u_span, v)); 				vertices.push_back(this->make_point(R, r, u + u_span, v + v_span)); 				vertices.push_back(this->make_point(R, r, u, v + v_span)); 				for (auto& vertex : vertices) { 					auto angle_x = ofMap(ofNoise(noise_seed.x + vertex.x * 0.0005, ofGetFrameNum() * 0.005), 0, 1, -PI, PI); 					auto angle_y = ofMap(ofNoise(noise_seed.y + vertex.y * 0.0005, ofGetFrameNum() * 0.005), 0, 1, -PI, PI); 					auto angle_z = ofMap(ofNoise(noise_seed.z + vertex.z * 0.0005, ofGetFrameNum() * 0.005), 0, 1, -PI, PI); 					auto rotation_x = glm::rotate(glm::mat4(), angle_x, glm::vec3(1, 0, 0)); 					auto rotation_y = glm::rotate(glm::mat4(), angle_y, glm::vec3(0, 1, 0)); 					auto rotation_z = glm::rotate(glm::mat4(), angle_z, glm::vec3(0, 0, 1)); 					vertex = glm::vec4(vertex, 0) * rotation_z * rotation_y * rotation_x; 				} 				int index = this->face_mesh.getNumVertices(); 				this->face_mesh.addVertices(vertices); 				this->frame_mesh.addVertices(vertices); 				this->face_mesh.addIndex(index + 0); this->face_mesh.addIndex(index + 1); this->face_mesh.addIndex(index + 2); 				this->face_mesh.addIndex(index + 0); this->face_mesh.addIndex(index + 2); this->face_mesh.addIndex(index + 3); 				this->frame_mesh.addIndex(index + 0); this->frame_mesh.addIndex(index + 1); 				this->frame_mesh.addIndex(index + 1); this->frame_mesh.addIndex(index + 2); 				this->frame_mesh.addIndex(index + 2); this->frame_mesh.addIndex(index + 3); 				this->frame_mesh.addIndex(index + 3); this->frame_mesh.addIndex(index + 0); 			} 		} 	} } //-------------------------------------------------------------- void ofApp::draw() { 	this->cam.begin(); 	ofRotateY(ofGetFrameNum() * 0.5); 	ofSetColor(239); 	this->face_mesh.draw(); 	ofSetColor(30); 	this->frame_mesh.drawWireframe(); 	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); 	z += ofMap(ofNoise(cos(v), sin(v), ofGetFrameNum() * 0.005), 0, 1, -50, 50); 	return glm::vec3(x, y, z); } //-------------------------------------------------------------- int main() { 	ofSetupOpenGL(720, 720, OF_WINDOW); 	ofRunApp(new ofApp()); }  |