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六角形を円に配置してそれぞれ回す。
Arrange the hexagons in a circle and turn each one.
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| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 | #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_mesh, frame_mesh; }; | 
| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 | #include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(60); 	ofSetWindowTitle("openframeworks"); 	ofBackground(239); 	ofSetLineWidth(1.5); 	ofEnableDepthTest(); 	this->frame_mesh.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { 	ofSeedRandom(39); 	this->face_mesh.clear(); 	this->frame_mesh.clear(); 	auto R = 200; 	auto r = 65; 	auto v_span = 5; 	auto u_span = 60; 	for (auto v = 0; v < 360; v += v_span) { 		auto u_start = ofMap(ofNoise(cos(v * DEG_TO_RAD) * 0.5, sin(v * DEG_TO_RAD) * 0.5, ofGetFrameNum() * 0.005), 0, 1, -180, 180); 		for (auto u = u_start; u < u_start + 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)); 			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(); 	ofRotateX(300); 	ofSetColor(39); 	this->face_mesh.drawFaces(); 	ofSetColor(239); 	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); 	return glm::vec3(x, y, z); } //-------------------------------------------------------------- int main() { 	ofSetupOpenGL(720, 720, OF_WINDOW); 	ofRunApp(new ofApp()); } |