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Vanishing 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, frame; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetLineWidth(3); ofEnableDepthTest(); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face.clear(); this->frame.clear(); float phi_deg_step = 6; float theta_deg_step = 6; int R_start = (ofGetFrameNum() * 4) % 350 + 30; for (int R_param = R_start; R_param < R_start + 350; R_param += 80) { int R = R_param % 350 + 30; float r = R * 0.13; auto rotation_y = glm::rotate(glm::mat4(), ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.001), 0, 1, PI * -5, PI * 5), glm::vec3(0, 1, 0)); auto rotation_x = glm::rotate(glm::mat4(), ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.001), 0, 1, PI * -5, PI * 5), glm::vec3(1, 0, 0)); for (float phi_deg = 0; phi_deg < 360; phi_deg += phi_deg_step) { for (float theta_deg = 0; theta_deg < 360; theta_deg += theta_deg_step) { float threshold = ofMap(R, 30, 350, 0, 1); auto noise_value = ofNoise(glm::vec3(this->make_point(300, 80, theta_deg, phi_deg) * 0.005)); if (noise_value < threshold) { continue; } auto noise_1 = ofNoise(glm::vec3(this->make_point(300, 80, theta_deg - theta_deg_step, phi_deg) * 0.005)); auto noise_2 = ofNoise(glm::vec3(this->make_point(300, 80, theta_deg, phi_deg + phi_deg_step) * 0.005)); auto noise_3 = ofNoise(glm::vec3(this->make_point(300, 80, theta_deg, phi_deg - phi_deg_step) * 0.005)); auto noise_4 = ofNoise(glm::vec3(this->make_point(300, 80, theta_deg + theta_deg_step, phi_deg) * 0.005)); auto index = this->face.getNumVertices(); vector<glm::vec3> vertices; vertices.push_back(glm::vec3(this->make_point(R, r, theta_deg - theta_deg_step * 0.5, phi_deg - phi_deg_step * 0.5))); vertices.push_back(glm::vec3(this->make_point(R, r, theta_deg + theta_deg_step * 0.5, phi_deg - phi_deg_step * 0.5))); vertices.push_back(glm::vec3(this->make_point(R, r, theta_deg - theta_deg_step * 0.5, phi_deg + phi_deg_step * 0.5))); vertices.push_back(glm::vec3(this->make_point(R, r, theta_deg + theta_deg_step * 0.5, phi_deg + phi_deg_step * 0.5))); for (auto& vertex : vertices) { vertex = glm::vec4(vertex, 0) * rotation_y * rotation_x; } this->face.addVertices(vertices); this->face.addIndex(index + 0); this->face.addIndex(index + 1); this->face.addIndex(index + 3); this->face.addIndex(index + 0); this->face.addIndex(index + 3); this->face.addIndex(index + 2); if (noise_1 < threshold) { this->frame.addVertex(vertices[0]); this->frame.addVertex(vertices[2]); this->frame.addIndex(this->frame.getNumVertices() - 1); this->frame.addIndex(this->frame.getNumVertices() - 2); } if (noise_2 < threshold) { this->frame.addVertex(vertices[2]); this->frame.addVertex(vertices[3]); this->frame.addIndex(this->frame.getNumVertices() - 1); this->frame.addIndex(this->frame.getNumVertices() - 2); } if (noise_3 < threshold) { this->frame.addVertex(vertices[0]); this->frame.addVertex(vertices[1]); this->frame.addIndex(this->frame.getNumVertices() - 1); this->frame.addIndex(this->frame.getNumVertices() - 2); } if (noise_4 < threshold) { this->frame.addVertex(vertices[1]); this->frame.addVertex(vertices[3]); this->frame.addIndex(this->frame.getNumVertices() - 1); this->frame.addIndex(this->frame.getNumVertices() - 2); } } } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofSetColor(255); this->frame.draw(); ofSetColor(39); this->face.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()); } |