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90度でトーラスを区切る。
Separate the torus at 90 degrees.
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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(30); ofSetWindowTitle("openframeworks"); ofBackground(0); ofSetLineWidth(2); ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); float R = 200; float r = 80; int v_span = 90; int u_span = 15; ofMesh face, line; line.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); for (int v = 0; v <= 360; v += v_span) { bool color_flag = true; bool flag = true; int u_start = v + ofGetFrameNum(); int next_u = u_start + v_span; for (int u = u_start; u < u_start + 360; u += u_span) { if (flag) { 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, next_u + u_span, v + v_span)); vertices.push_back(this->make_point(R, r, next_u, v + v_span)); face.addVertices(vertices); line.addVertices(vertices); ofColor face_color = color_flag ? ofColor(0) : ofColor(255); ofColor line_color = color_flag ? ofColor(255) : ofColor(0); color_flag = !color_flag; for (int i = 0; i < 4; i++) { face.addColor(face_color); line.addColor(line_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(); } //-------------------------------------------------------------- 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()); } |