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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 mesh; };  | 
					
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						#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(25); 	ofSetWindowTitle("openFrameworks"); 	ofBackground(39); 	ofSetLineWidth(1.2); 	ofEnableDepthTest(); 	this->mesh.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { 	ofSeedRandom(39); 	vector<float> min_distance_list; 	this->mesh.clear(); 	for (int i = 0; i < 2500; i++) { 		auto vertex = glm::vec3( 			ofRandom(-200, 200) + ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.001), 0, 1, -20, 20), 			(int)(ofRandom(400) + ofGetFrameNum() * ofRandom(0.1, 2)) % 400 - 200, 			ofRandom(-200, 200) + ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.001), 0, 1, -20, 20) 		); 		this->mesh.addVertex(vertex); 		min_distance_list.push_back(20); 	} 	for (int i = 0; i < this->mesh.getNumVertices(); i++) { 		for (int k = 0; k < this->mesh.getNumVertices(); k++) { 			if (i == k) { continue; } 			auto distance = glm::distance(this->mesh.getVertex(i), this->mesh.getVertex(k)); 			if (distance <= 20) { 				this->mesh.addIndex(i); 				this->mesh.addIndex(k); 				if (distance < min_distance_list[i]) { 					min_distance_list[i] = distance; 				} 			} 		} 		this->mesh.addColor(ofColor(0, ofMap(min_distance_list[i], 0, 20, 255, 0))); 	} } //-------------------------------------------------------------- void ofApp::draw() { 	this->cam.begin(); 	this->cam.setPosition(glm::vec3(0, 0, 300)); 	ofRotateX(180); 	ofRotateY(ofGetFrameNum() * 0.5); 	this->mesh.draw(); 	for (int i = 0; i < this->mesh.getNumVertices(); i++) { 		ofSetColor(this->mesh.getColor(i)); 		ofDrawSphere(this->mesh.getVertex(i), 1.5); 	} 	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()); }  |