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ねじれる輪。
Twisting.
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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(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofSetColor(39); ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); int gon = 6; int u_span = 360 / gon; ofMesh face, frame; for (int v = 0; v <= 360; v += 10) { int index = face.getNumVertices() - gon; int u_start = ofMap(ofNoise(200 * cos(v * DEG_TO_RAD) * 0.0025, 200 * sin(v * DEG_TO_RAD) * 0.0025, ofGetFrameNum() * 0.008), 0, 1, 0, 360); for (int u = u_start; u < u_start + 360; u += u_span) { face.addVertex(this->make_point(200, 50, u, v)); frame.addVertex(this->make_point(200, 51, u, v)); } if (index > -1) { for (int g = 0; g < gon; g++) { face.addIndex(index + g); face.addIndex(index + (g + 1) % gon); face.addIndex(index + g + gon); face.addIndex(index + (g + 1) % gon + gon); face.addIndex(index + (g + 1) % gon); face.addIndex(index + g + gon); frame.addIndex(index + g); frame.addIndex(index + (g + 1) % gon); frame.addIndex(index + g + gon); frame.addIndex(index + (g + 1) % gon + gon); frame.addIndex(index + (g + 1) % gon); frame.addIndex(index + g + gon); } } } ofSetColor(239); face.drawFaces(); ofSetColor(39); frame.drawWireframe(); 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()); } |