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虹色トルネード。
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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; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(25); ofSetWindowTitle("openframeworks"); ofBackground(239); ofSetLineWidth(0.5); ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(90); int v_span = 1; int u_span = 30; int R = 330; int r = 60; ofColor color; ofMesh face, line; line.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); float noise_seed = ofRandom(1000); for (int v = 0; v <= 360 * 6; v += v_span) { bool flag = true; auto z = glm::vec3(0, 0, ofMap(v, 0, 360 * 6, -360 * 3, 360 * 3)); auto next_z = glm::vec3(0, 0, ofMap(v + v_span, 0, 360 * 6, -360 * 3, 360 * 3)); int u_start = ofMap(ofNoise(noise_seed, z.z * 0.003, ofGetFrameNum() * 0.0035), 0, 1, -360 * 3, 360 * 3); int next_u = ofMap(ofNoise(noise_seed, next_z.z * 0.003, ofGetFrameNum() * 0.0035), 0, 1, -360 * 3, 360 * 3); int count = 0; for (int u = u_start; u < u_start + 360; u += u_span) { color.setHsb(ofMap(count, 0, 12, 0, 255), 120, 255); count++; if (true) { face.addVertex(this->make_point(R, r, u, v) + z); face.addVertex(this->make_point(R, r, u + u_span, v) + z); face.addVertex(this->make_point(R, r, next_u + u_span, v + v_span) + next_z); face.addVertex(this->make_point(R, r, next_u, v + v_span) + next_z); line.addVertex(this->make_point(R, r, u, v) + z); line.addVertex(this->make_point(R, r, u + u_span, v) + z); line.addVertex(this->make_point(R, r, next_u + u_span, v + v_span) + next_z); line.addVertex(this->make_point(R, r, next_u, v + v_span) + next_z); ofColor face_color = ofColor(color); ofColor line_color = ofColor(239); face.addColor(face_color); face.addColor(face_color); face.addColor(face_color); face.addColor(face_color); line.addColor(line_color); line.addColor(line_color); line.addColor(line_color); line.addColor(line_color); face.addIndex(face.getNumVertices() - 1); face.addIndex(face.getNumVertices() - 2); face.addIndex(face.getNumVertices() - 3); face.addIndex(face.getNumVertices() - 1); face.addIndex(face.getNumVertices() - 3); face.addIndex(face.getNumVertices() - 4); line.addIndex(line.getNumVertices() - 1); line.addIndex(line.getNumVertices() - 4); line.addIndex(line.getNumVertices() - 2); line.addIndex(line.getNumVertices() - 3); } next_u += u_span; flag = !flag; } } face.drawFaces(); line.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()); } |