[ Video ]
[ About ]
トーラスの中を進むランダムウォーク。
座標の近い面を描写する。
A random walk through the torus.
Describes a surface with close coordinates.
[ Source ]
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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 mouseEntered(int x, int y) {}; void mouseExited(int x, int y) {}; 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; vector<vector<glm::vec3>> walker_log_list; vector<ofColor> walker_color_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(0); ofSetLineWidth(1.5); ofEnableDepthTest(); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face.clear(); this->frame.clear(); vector<ofColor> color_list; ofColor color; vector<int> hex_list = { 0xff0000, 0xffed00, 0xff0092, 0xc2ff00, 0x00c7f2, 0xc1f1fc, 0xebffac, 0xffc2e5 }; for (auto hex : hex_list) { color.setHex(hex); color_list.push_back(color); } float R = 300; float r = 100; int v_span = 10; int u_span = 10; this->walker_log_list.clear(); this->walker_color_list.clear(); for (int i = 0; i < 15; i++) { vector<glm::vec3> walker_location_list; auto noise_param = glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000)); auto step_u = ofRandom(1, 1.5); auto step_v = ofRandom(1, 1.5); for (int k = 0; k < 40; k++) { auto tmp_r = ofMap(ofNoise(noise_param.x, (ofGetFrameNum() * 0.01 + k) * 0.005), 0, 1, 80, 96); auto tmp_u = noise_param.y + (ofGetFrameNum() + k) * step_u; auto tmp_v = noise_param.z + (ofGetFrameNum() + k) * step_v; walker_location_list.push_back(this->make_point(R, tmp_r, tmp_u, tmp_v)); } this->walker_log_list.push_back(walker_location_list); this->walker_color_list.push_back(color_list[(int)ofRandom(color_list.size())]); } for (int v = 0; v < 360; v += v_span) { for (auto u = 0; u < 360; u += u_span) { auto location = this->make_point(R, r, u, v); auto flag = false; for (auto& walker_log : this->walker_log_list) { for (auto& walker_location : walker_log) { if (glm::distance(location, walker_location) < 35) { flag = true; break; } } } if (flag) { vector<glm::vec3> vertices; vertices.push_back(this->make_point(R, r, u, v - v_span * 0.5)); vertices.push_back(this->make_point(R, r, u + u_span, v - v_span * 0.5)); vertices.push_back(this->make_point(R, r, u + u_span, v + v_span * 0.5)); vertices.push_back(this->make_point(R, r, u, v + v_span * 0.5)); int index = face.getNumVertices(); this->face.addVertices(vertices); this->face.addIndex(index + 0); face.addIndex(index + 1); face.addIndex(index + 2); this->face.addIndex(index + 0); face.addIndex(index + 2); face.addIndex(index + 3); this->frame.addVertices(vertices); this->frame.addIndex(index + 0); this->frame.addIndex(index + 1); this->frame.addIndex(index + 1); this->frame.addIndex(index + 2); this->frame.addIndex(index + 2); this->frame.addIndex(index + 3); this->frame.addIndex(index + 3); this->frame.addIndex(index + 0); } } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofSetColor(0); this->face.draw(); ofSetColor(255); this->frame.drawWireframe(); for (int i = 0; i < this->walker_log_list.size(); i++) { auto walker_log = this->walker_log_list[i]; ofSetColor(this->walker_color_list[i]); ofFill(); ofDrawSphere(walker_log.back(), 5); ofNoFill(); ofBeginShape(); for (auto& walker_location : walker_log) { ofVertex(walker_location); } ofEndShape(); } 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()); } |