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すけすけトーラス
Skeleton of torus.
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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 mouseEntered(int x, int y) {}; void mouseExited(int x, int y) {}; 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); ofSetLineWidth(3); ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(ofGetFrameNum()); auto R = 300.f; auto r = 100.f; auto u = 0.f; auto u_step = 10.f; auto v_step = 5.f; int param = (ofGetFrameNum() * 2) % 360; for (int i = 0; i < 9; i++) { ofRotate(20); vector<glm::vec3> vertices; for (auto v = 0; v < 360; v += v_step) { vertices.clear(); vertices.push_back(this->make_point(R, r, u, v)); vertices.push_back(this->make_point(R, r, u + u_step, v + v_step)); vertices.push_back(this->make_point(R, r, u, v + v_step)); vertices.push_back(this->make_point(R, r, u - u_step, v)); ofFill(); ofSetColor(239); ofBeginShape(); ofVertices(vertices); ofEndShape(true); ofNoFill(); ofSetColor(39); vertices.clear(); vertices.push_back(this->make_point(R, r + 1, u, v)); vertices.push_back(this->make_point(R, r + 1, u + u_step, v + v_step)); vertices.push_back(this->make_point(R, r + 1, u, v + v_step)); vertices.push_back(this->make_point(R, r + 1, u - u_step, v)); ofBeginShape(); ofVertices(vertices); ofEndShape(true); vertices.clear(); vertices.push_back(this->make_point(R, r - 1, u, v)); vertices.push_back(this->make_point(R, r - 1, u + u_step, v + v_step)); vertices.push_back(this->make_point(R, r - 1, u, v + v_step)); vertices.push_back(this->make_point(R, r - 1, u - u_step, v)); ofBeginShape(); ofVertices(vertices); ofEndShape(true); u += u_step; } } 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()); } |