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3色トーラス。
3 color 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 windowResized(int w, int h) {}; void dragEvent(ofDragInfo dragInfo) {}; void gotMessage(ofMessage msg) {}; ofEasyCam cam; glm::vec3 make_point(float R, float r, float u, float v); }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetColor(39); ofSetLineWidth(2); ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); int v_start_start = ofGetFrameNum(); for (int v_start = v_start_start; v_start < v_start_start + 360; v_start += 20) { vector<glm::vec3> vertices_1, vertices_2, vertices_3; for (int v = v_start; v < v_start + 15; v++) { int u = v * 6; vertices_1.push_back(this->make_point(300, 80, u, v)); vertices_2.push_back(this->make_point(300, 80, u + 120, v)); vertices_3.push_back(this->make_point(300, 80, u + 240, v)); } ofNoFill(); ofSetColor(255, 0, 0); ofBeginShape(); ofVertices(vertices_1); ofEndShape(); ofSetColor(0, 255, 0); ofBeginShape(); ofVertices(vertices_2); ofEndShape(); ofSetColor(0, 0, 255); ofBeginShape(); ofVertices(vertices_3); ofEndShape(); ofFill(); ofSetColor(255, 0, 0); ofDrawSphere(vertices_1.back(), 8); ofSetColor(0, 255, 0); ofDrawSphere(vertices_2.back(), 8); ofSetColor(0, 0, 255); ofDrawSphere(vertices_3.back(), 8); } 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()); } |