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トーラスをツイスト!
Twisting torus.
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#pragma once #include "ofMain.h" #include "opencv2/opencv.hpp" 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 face_mesh, frame_mesh; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(24); ofSetWindowTitle("openframeworks"); ofBackground(239); ofEnableDepthTest(); this->frame_mesh.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face_mesh.clear(); this->frame_mesh.clear(); auto r = 15; auto v_span = 4; auto u_span = 8; auto v_start = ofGetFrameNum(); for (auto R = 50; R <= 250; R += 100) { auto noise_seed = glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000)); for (auto v = 0; v < 360; v += v_span) { for (auto u = 0; u < 360; u += u_span) { vector<glm::vec3> vertices; vertices.push_back(this->make_point(R, r, u, v)); vertices.push_back(this->make_point(R, r, u + u_span, v)); vertices.push_back(this->make_point(R, r, u + u_span, v + v_span)); vertices.push_back(this->make_point(R, r, u, v + v_span)); for (auto& vertex : vertices) { auto angle_x = ofMap(ofNoise(noise_seed.x + vertex.x * 0.0005, ofGetFrameNum() * 0.005), 0, 1, -PI, PI); auto angle_y = ofMap(ofNoise(noise_seed.y + vertex.y * 0.0005, ofGetFrameNum() * 0.005), 0, 1, -PI, PI); auto angle_z = ofMap(ofNoise(noise_seed.z + vertex.z * 0.0005, ofGetFrameNum() * 0.005), 0, 1, -PI, PI); auto rotation_x = glm::rotate(glm::mat4(), angle_x, glm::vec3(1, 0, 0)); auto rotation_y = glm::rotate(glm::mat4(), angle_y, glm::vec3(0, 1, 0)); auto rotation_z = glm::rotate(glm::mat4(), angle_z, glm::vec3(0, 0, 1)); vertex = glm::vec4(vertex, 0) * rotation_z * rotation_y * rotation_x; } int index = this->face_mesh.getNumVertices(); this->face_mesh.addVertices(vertices); this->frame_mesh.addVertices(vertices); this->face_mesh.addIndex(index + 0); this->face_mesh.addIndex(index + 1); this->face_mesh.addIndex(index + 2); this->face_mesh.addIndex(index + 0); this->face_mesh.addIndex(index + 2); this->face_mesh.addIndex(index + 3); this->frame_mesh.addIndex(index + 0); this->frame_mesh.addIndex(index + 1); this->frame_mesh.addIndex(index + 1); this->frame_mesh.addIndex(index + 2); this->frame_mesh.addIndex(index + 2); this->frame_mesh.addIndex(index + 3); this->frame_mesh.addIndex(index + 3); this->frame_mesh.addIndex(index + 0); } } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(ofGetFrameNum() * 0.5); ofSetColor(239); this->face_mesh.draw(); ofSetColor(30); this->frame_mesh.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); z += ofMap(ofNoise(cos(v), sin(v), ofGetFrameNum() * 0.005), 0, 1, -50, 50); return glm::vec3(x, y, z); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |