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[ Abouot ]
交互トーラス。
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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, line; float noise_param; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(25); ofSetWindowTitle("openframeworks"); ofBackground(239); ofSetLineWidth(3); ofEnableDepthTest(); this->line.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); auto seed = glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000)); if ((ofGetFrameNum() % 60 > 15 && ofGetFrameNum() % 60 < 30) || (ofGetFrameNum() % 60 > 45 && ofGetFrameNum() % 60 < 60)) { this->noise_param += 0.1; } this->face.clear(); this->line.clear(); float phi_deg_step = 2; float theta_deg_step = 2; float threshold = 0.5; float R = 250; float base_r = R * 0.25; float r; if (ofGetFrameNum() % 60 < 30) { if (ofGetFrameNum() % 60 < 15) { r = R * 0.25; } else { r = ofMap(ofGetFrameNum() % 60, 15, 30, R * 0.25, R * 0.35); } } else { if (ofGetFrameNum() % 60 < 45) { r = R * 0.35; } else { r = ofMap(ofGetFrameNum() % 60, 45, 60, R * 0.35, R * 0.25); } } ofColor face_color = ofColor(39, 39, 239); ofColor line_color = ofColor(39); for (float phi_deg = 0; phi_deg < 360; phi_deg += phi_deg_step) { for (float theta_deg = 0; theta_deg < 360; theta_deg += theta_deg_step) { auto noise_value = ofNoise(glm::vec4(this->make_point(R, base_r, theta_deg, phi_deg) * 0.03, this->noise_param)); if (noise_value <= threshold) { continue; } auto noise_1 = ofNoise(glm::vec4(this->make_point(R, base_r, theta_deg - theta_deg_step, phi_deg) * 0.03, this->noise_param)); auto noise_2 = ofNoise(glm::vec4(this->make_point(R, base_r, theta_deg, phi_deg + phi_deg_step) * 0.03, this->noise_param)); auto noise_3 = ofNoise(glm::vec4(this->make_point(R, base_r, theta_deg, phi_deg - phi_deg_step) * 0.03, this->noise_param)); auto noise_4 = ofNoise(glm::vec4(this->make_point(R, base_r, theta_deg + theta_deg_step, phi_deg) * 0.03, this->noise_param)); auto index = this->face.getNumVertices(); vector<glm::vec3> vertices; vertices.push_back(glm::vec3(this->make_point(R, r, theta_deg - theta_deg_step * 0.5, phi_deg - phi_deg_step * 0.5))); vertices.push_back(glm::vec3(this->make_point(R, r, theta_deg + theta_deg_step * 0.5, phi_deg - phi_deg_step * 0.5))); vertices.push_back(glm::vec3(this->make_point(R, r, theta_deg - theta_deg_step * 0.5, phi_deg + phi_deg_step * 0.5))); vertices.push_back(glm::vec3(this->make_point(R, r, theta_deg + theta_deg_step * 0.5, phi_deg + phi_deg_step * 0.5))); this->face.addVertices(vertices); this->face.addColor(face_color); this->face.addColor(face_color); this->face.addColor(face_color); this->face.addColor(face_color); this->face.addIndex(index + 0); this->face.addIndex(index + 1); this->face.addIndex(index + 3); this->face.addIndex(index + 0); this->face.addIndex(index + 3); this->face.addIndex(index + 2); if (noise_1 <= threshold) { this->line.addVertex(vertices[0]); this->line.addVertex(vertices[2]); this->line.addColor(line_color); this->line.addColor(line_color); this->line.addIndex(this->line.getNumVertices() - 1); this->line.addIndex(this->line.getNumVertices() - 2); } if (noise_2 <= threshold) { this->line.addVertex(vertices[2]); this->line.addVertex(vertices[3]); this->line.addColor(line_color); this->line.addColor(line_color); this->line.addIndex(this->line.getNumVertices() - 1); this->line.addIndex(this->line.getNumVertices() - 2); } if (noise_3 <= threshold) { this->line.addVertex(vertices[0]); this->line.addVertex(vertices[1]); this->line.addColor(line_color); this->line.addColor(line_color); this->line.addIndex(this->line.getNumVertices() - 1); this->line.addIndex(this->line.getNumVertices() - 2); } if (noise_4 <= threshold) { this->line.addVertex(vertices[1]); this->line.addVertex(vertices[3]); this->line.addColor(line_color); this->line.addColor(line_color); this->line.addIndex(this->line.getNumVertices() - 1); this->line.addIndex(this->line.getNumVertices() - 2); } } } if (ofGetFrameNum() % 60 < 30) { if (ofGetFrameNum() % 60 < 15) { r = R * 0.35; } else { r = ofMap(ofGetFrameNum() % 60, 15, 30, R * 0.35, R * 0.25); } } else { if (ofGetFrameNum() % 60 < 45) { r = R * 0.25; } else { r = ofMap(ofGetFrameNum() % 60, 45, 60, R * 0.25, R * 0.35); } } face_color = ofColor(239, 39, 39); line_color = ofColor(39); for (float phi_deg = 0; phi_deg < 360; phi_deg += phi_deg_step) { for (float theta_deg = 0; theta_deg < 360; theta_deg += theta_deg_step) { auto noise_value = ofNoise(glm::vec4(this->make_point(R, base_r, theta_deg, phi_deg) * 0.03, this->noise_param)); if (noise_value >= threshold) { continue; } auto noise_1 = ofNoise(glm::vec4(this->make_point(R, base_r, theta_deg - theta_deg_step, phi_deg) * 0.03, this->noise_param)); auto noise_2 = ofNoise(glm::vec4(this->make_point(R, base_r, theta_deg, phi_deg + phi_deg_step) * 0.03, this->noise_param)); auto noise_3 = ofNoise(glm::vec4(this->make_point(R, base_r, theta_deg, phi_deg - phi_deg_step) * 0.03, this->noise_param)); auto noise_4 = ofNoise(glm::vec4(this->make_point(R, base_r, theta_deg + theta_deg_step, phi_deg) * 0.03, this->noise_param)); auto index = this->face.getNumVertices(); vector<glm::vec3> vertices; vertices.push_back(glm::vec3(this->make_point(R, r, theta_deg - theta_deg_step * 0.5, phi_deg - phi_deg_step * 0.5))); vertices.push_back(glm::vec3(this->make_point(R, r, theta_deg + theta_deg_step * 0.5, phi_deg - phi_deg_step * 0.5))); vertices.push_back(glm::vec3(this->make_point(R, r, theta_deg - theta_deg_step * 0.5, phi_deg + phi_deg_step * 0.5))); vertices.push_back(glm::vec3(this->make_point(R, r, theta_deg + theta_deg_step * 0.5, phi_deg + phi_deg_step * 0.5))); this->face.addVertices(vertices); this->face.addColor(face_color); this->face.addColor(face_color); this->face.addColor(face_color); this->face.addColor(face_color); this->face.addIndex(index + 0); this->face.addIndex(index + 1); this->face.addIndex(index + 3); this->face.addIndex(index + 0); this->face.addIndex(index + 3); this->face.addIndex(index + 2); if (noise_1 >= threshold) { this->line.addVertex(vertices[0]); this->line.addVertex(vertices[2]); this->line.addColor(line_color); this->line.addColor(line_color); this->line.addIndex(this->line.getNumVertices() - 1); this->line.addIndex(this->line.getNumVertices() - 2); } if (noise_2 >= threshold) { this->line.addVertex(vertices[2]); this->line.addVertex(vertices[3]); this->line.addColor(line_color); this->line.addColor(line_color); this->line.addIndex(this->line.getNumVertices() - 1); this->line.addIndex(this->line.getNumVertices() - 2); } if (noise_3 >= threshold) { this->line.addVertex(vertices[0]); this->line.addVertex(vertices[1]); this->line.addColor(line_color); this->line.addColor(line_color); this->line.addIndex(this->line.getNumVertices() - 1); this->line.addIndex(this->line.getNumVertices() - 2); } if (noise_4 >= threshold) { this->line.addVertex(vertices[1]); this->line.addVertex(vertices[3]); this->line.addColor(line_color); this->line.addColor(line_color); this->line.addIndex(this->line.getNumVertices() - 1); this->line.addIndex(this->line.getNumVertices() - 2); } } } } //-------------------------------------------------------------- void ofApp::draw() { int R = 250; int r = R * 0.3; this->cam.begin(); ofRotateX(90); this->cam.setPosition(R, 0, r * 2); ofRotateZ(ofGetFrameNum() * 2.4); this->line.draw(); this->face.draw(); 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()); } |