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グラデーションなトーラス。今更ながら(?)、ofMeshを触り始めました。
Gradation 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) {}; 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(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofEnableDepthTest(); auto R = 300.f; auto r = 80.f; auto u = 0.f; auto u_step = 10.f; auto v_step = 5.f; for (int i = 0; i < 18; i++) { float angle = (i * 10) * DEG_TO_RAD; auto rotation = glm::rotate(glm::mat4(), angle, glm::vec3(0, 0, 1)); for (auto v = 0; v < 360; v += v_step) { this->mesh.addVertex(glm::vec4(this->make_point(R, r, u, v), 0) * rotation); this->mesh.addColor(ofColor(0)); this->mesh.addVertex(glm::vec4(this->make_point(R, r, u + u_step, v + v_step), 0) * rotation); this->mesh.addColor(ofColor(0)); this->mesh.addVertex(glm::vec4(this->make_point(R, r, u, v + v_step), 0) * rotation); this->mesh.addColor(ofColor(0)); this->mesh.addVertex(glm::vec4(this->make_point(R, r, u - u_step, v), 0) * rotation); this->mesh.addColor(ofColor(0)); auto index = this->mesh.getVertices().size() - 1; this->mesh.addIndex(index - 3); this->mesh.addIndex(index - 2); this->mesh.addIndex(index - 1); this->mesh.addIndex(index); this->mesh.addIndex(index - 3); this->mesh.addIndex(index - 1); u += u_step; } } } //-------------------------------------------------------------- void ofApp::update() { ofColor color; for (auto i = 0; i < this->mesh.getVertices().size(); i += 1) { auto location = this->mesh.getVertices()[i]; auto len = glm::length(location); color.setHsb(ofMap(ofNoise(location.x * 0.005, location.y * 0.005, location.z * 0.005, ofGetFrameNum() * 0.01), 0, 1, 72, 192), 200, 255); this->mesh.setColor(i, color); } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); this->mesh.draw(); 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()); } |
[ Link ]
https://github.com/junkiyoshi/openframeworks20191015