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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(25); ofSetWindowTitle("openframeworks"); ofBackground(239); ofNoFill(); ofSetLineWidth(2); ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); for (int i = 0; i < 10; i++) { float v_start = ofGetFrameNum() * 3 + i * 10; ofSetColor(ofMap(i, 0, 10, 239, 0)); ofBeginShape(); for (float v = v_start; v < v_start + 60; v += 0.5) { auto u = v * 15 + i * 10; auto location = this->make_point(300, 80, u, v); ofVertex(location); } ofEndShape(); } for (int i = 0; i < 10; i++) { float v_start = 180 + ofGetFrameNum() * 3 + i * 10; ofSetColor(ofMap(i, 0, 10, 239, 0)); ofBeginShape(); for (float v = v_start; v < v_start + 60; v += 0.5) { auto u = v * 15 + i * 10; auto location = this->make_point(300, 80, u, v); ofVertex(location); } ofEndShape(); } this->cam.end(); /* int start = 528; if (ofGetFrameNum() > start) { ostringstream os; os << setw(4) << setfill('0') << ofGetFrameNum() - start; ofImage image; image.grabScreen(0, 0, ofGetWidth(), ofGetHeight()); image.saveImage("image/cap/img_" + os.str() + ".jpg"); if (ofGetFrameNum() - start >= 25 * 20) { std::exit(1); } } */ } //-------------------------------------------------------------- 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()); } |