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昨日の投稿を平面化。
Planarization of yesterday’s post
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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) {}; ofEasyCam cam; ofMesh frame; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(255); ofSetColor(0); ofSetLineWidth(2.5); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->frame.clear(); float phi_deg_step = 3; float theta_deg_step = 3; float radius = 300; for (float phi_deg = 0; phi_deg < 360; phi_deg += phi_deg_step) { for (float theta_deg = 20; theta_deg <= 90; theta_deg += theta_deg_step) { auto noise_value = ofNoise(phi_deg * 0.85, theta_deg * 0.05 - ofGetFrameNum() * 0.05); if (noise_value < 0.5) { this->frame.addVertex(glm::vec3( radius * sin((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD) * cos((phi_deg + phi_deg_step * 0.5) * DEG_TO_RAD), radius * sin((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD) * sin((phi_deg + phi_deg_step * 0.5) * DEG_TO_RAD), 0)); this->frame.addVertex(glm::vec3( radius * sin((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD) * cos((phi_deg - phi_deg_step * 0.5) * DEG_TO_RAD), radius * sin((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD) * sin((phi_deg - phi_deg_step * 0.5) * DEG_TO_RAD), 0)); } else { this->frame.addVertex(glm::vec3( radius * sin((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD) * cos((phi_deg - phi_deg_step * 0.5) * DEG_TO_RAD), radius * sin((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD) * sin((phi_deg - phi_deg_step * 0.5) * DEG_TO_RAD), 0)); this->frame.addVertex(glm::vec3( radius * sin((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD) * cos((phi_deg + phi_deg_step * 0.5) * DEG_TO_RAD), radius * sin((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD) * sin((phi_deg + phi_deg_step * 0.5) * DEG_TO_RAD), 0)); } this->frame.addIndex(this->frame.getNumVertices() - 1); this->frame.addIndex(this->frame.getNumVertices() - 2); } } for (float phi_deg = 0; phi_deg < 360; phi_deg += phi_deg_step) { float theta_deg = 20; this->frame.addVertex(glm::vec3( radius * sin((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD) * cos((phi_deg + phi_deg_step * 0.5) * DEG_TO_RAD), radius * sin((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD) * sin((phi_deg + phi_deg_step * 0.5) * DEG_TO_RAD), 0)); this->frame.addVertex(glm::vec3( radius * sin((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD) * cos((phi_deg - phi_deg_step * 0.5) * DEG_TO_RAD), radius * sin((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD) * sin((phi_deg - phi_deg_step * 0.5) * DEG_TO_RAD), 0)); this->frame.addIndex(this->frame.getNumVertices() - 1); this->frame.addIndex(this->frame.getNumVertices() - 2); } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); this->frame.draw(); this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |