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壊れて直すトーラス。
Collapse 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 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; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(255); ofSetLineWidth(2); ofEnableDepthTest(); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face.clear(); this->frame.clear(); float R = 300; int v_span = 8; int u_span = 16; for (int v = 0; v < 360; v += v_span) { for (auto u = 0; u < 360; u += u_span) { auto noise_seed = ofRandom(1000); auto r = 80.f; auto noise_location = this->make_point(R, 90, u + u_span * 0.5, v); auto noise_value = ofNoise(noise_location.x * 0.001, noise_location.z * 0.001, noise_location.y * 0.002 + ofGetFrameNum() * 0.02); if (noise_value > 0.5) { auto random_noise_value = ofNoise(noise_seed, ofGetFrameNum() * 0.005); r = 80.f + ofMap(random_noise_value, 0, 1, 0, 270) * ofMap(noise_value, 0.5, 1, 0, 1); } 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(); ofRotateY(ofGetFrameNum() * 0.666666); ofSetColor(0); this->face.draw(); ofSetColor(255); 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()); } |