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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; };  | 
					
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						#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(60); 	ofSetWindowTitle("openframeworks"); 	ofBackground(239); 	ofSetColor(39); 	ofSetLineWidth(3); 	ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { 	ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { 	this->cam.begin(); 	for (int r = 50; r <= 50; r += 10) { 		int v_span = 1; 		int u_span = 30; 		ofMesh face, line; 		line.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); 		for (int v = 0; v <= 360; v += v_span) { 			bool flag = true; 			int u_start = r + v; 			int next_u = u_start + v_span; 			for (int u = u_start; u < u_start + 360 - u_span; u += u_span) { 				if (flag) { 					vector<glm::vec3> vertices; 					vertices.push_back(this->make_point(200, r, u, v)); 					vertices.push_back(this->make_point(200, r, u + u_span, v)); 					vertices.push_back(this->make_point(200, r, next_u + u_span, v + v_span)); 					vertices.push_back(this->make_point(200, r, next_u, v + v_span)); 					for (auto& vertex : vertices) { 						auto deg_y = ofMap(ofNoise(vertex.y * 0.003 + ofGetFrameNum() * 0.008), 0, 1, -360, 360); 						auto rotation_y = glm::rotate(glm::mat4(), deg_y * (float)DEG_TO_RAD, glm::vec3(0, 1, 0)); 						vertex = glm::vec4(vertex, 0) * rotation_y; 					} 					face.addVertices(vertices); 					line.addVertices(vertices); 					ofColor color; 					color.setHsb(ofMap(u, u_start, u_start + 360, 0, 255), 180, 255); 					face.addColor(color); 					face.addColor(color); 					face.addColor(color); 					face.addColor(color); 					face.addIndex(face.getNumVertices() - 1); face.addIndex(face.getNumVertices() - 2); face.addIndex(face.getNumVertices() - 3); 					face.addIndex(face.getNumVertices() - 1); face.addIndex(face.getNumVertices() - 3); face.addIndex(face.getNumVertices() - 4); 					line.addIndex(line.getNumVertices() - 1); line.addIndex(line.getNumVertices() - 4); 					line.addIndex(line.getNumVertices() - 2); line.addIndex(line.getNumVertices() - 3); 				} 				next_u += u_span; 				flag = !flag; 			} 		} 		face.drawFaces(); 		line.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); 	return glm::vec3(x, y, z); } //-------------------------------------------------------------- int main() { 	ofSetupOpenGL(720, 720, OF_WINDOW); 	ofRunApp(new ofApp()); }  |