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幅を細くしたら紐っぽくなる。
If you make it thinner in width, it will look like string.
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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(255); 	ofSetLineWidth(2); 	ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { 	ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { 	this->cam.begin(); 	int v_span = 1; 	int u_span = 30; 	int R = 230; 	int r = 50; 	ofMesh face, line; 	line.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); 	float noise_seed = ofRandom(1000); 	auto color_flag = true; 	for (int v = 0; v <= 360; v += v_span) { 		bool flag = true; 		int u_start = ofMap(ofNoise(noise_seed, cos(v * DEG_TO_RAD) * 0.5, sin(v * DEG_TO_RAD) * 0.5, ofGetFrameNum() * 0.0025), 0, 1, -360 * 3, 360 * 3); 		int next_u = ofMap(ofNoise(noise_seed, cos((v + v_span) * DEG_TO_RAD) * 0.5, sin((v + v_span) * DEG_TO_RAD) * 0.5, ofGetFrameNum() * 0.0025), 0, 1, -360 * 3, 360 * 3); 		for (int u = u_start; u < u_start + 360; u += u_span) { 			if (flag) { 				face.addVertex(this->make_point(R, r, u, v)); 				face.addVertex(this->make_point(R, r, u + u_span * 0.25, v)); 				face.addVertex(this->make_point(R, r, next_u + u_span * 0.25, v + v_span)); 				face.addVertex(this->make_point(R, r, next_u, v + v_span)); 				line.addVertex(this->make_point(R, r, u, v)); 				line.addVertex(this->make_point(R, r, u + u_span * 0.25, v)); 				line.addVertex(this->make_point(R, r, next_u + u_span * 0.25, v + v_span)); 				line.addVertex(this->make_point(R, r, next_u, v + v_span)); 				ofColor face_color = ofColor(255); 				ofColor line_color = ofColor(0); 				color_flag = !color_flag; 				face.addColor(face_color); 				face.addColor(face_color); 				face.addColor(face_color); 				face.addColor(face_color); 				line.addColor(line_color); 				line.addColor(line_color); 				line.addColor(line_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(); 	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()); }  |