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トーラス in トーラス。
Torus in 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 face, frame; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofEnableDepthTest(); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { this->face.clear(); this->frame.clear(); auto R = 100.f; auto u_step = 1.f; auto v_step = 1.f; for (int i = 0; i < 7; i++) { auto r = 25.f; float angle_z = (i * u_step * 2) * DEG_TO_RAD; auto rotation_z = glm::rotate(glm::mat4(), angle_z, glm::vec3(0, 0, 1)); auto v_start = 0.f; auto v_len = 360.f; if (i % 2 == 0) { v_start = (ofGetFrameNum() + i * 15) % 360; v_len = 120; r = 15; } for (auto v = v_start; v < v_start + v_len; v += v_step) { vector<glm::vec3> vertices{ glm::vec4(this->make_point(R, r, v * u_step * 17, v * 2), 0) * rotation_z, glm::vec4(this->make_point(R, r, (v + v_step) * u_step * 17, (v + v_step) * 2), 0) * rotation_z, glm::vec4(this->make_point(R, r, v * u_step * 17, (v + v_step) * 2), 0) * rotation_z, glm::vec4(this->make_point(R, r, (v - v_step) * u_step * 17, v * 2), 0) * rotation_z }; auto index = this->face.getNumVertices(); this->face.addVertices(vertices); this->frame.addVertices(vertices); this->face.addIndex(index + 0); this->face.addIndex(index + 1); this->face.addIndex(index + 2); this->face.addIndex(index + 0); this->face.addIndex(index + 2); this->face.addIndex(index + 3); this->frame.addIndex(index + 0); this->frame.addIndex(index + 1); this->frame.addIndex(index + 2); this->frame.addIndex(index + 3); for (int k = 0; k < 4; k++) { i % 2 == 0 ? this->face.addColor(ofColor(39)) : this->face.addColor(ofColor(239)); i % 2 == 0 ? this->frame.addColor(ofColor(239)) : this->frame.addColor(ofColor(39)); } } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); this->face.draw(); this->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()); } |