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トーラスを追従させる。
Follow the 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 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(30); ofSetWindowTitle("openframeworks"); ofBackground(255); ofSetLineWidth(1.25); ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateX(360 - 60); float R = 200; float r = 50; float u_span = 10; ofMesh face, line; line.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); for (int r = 50; r > 0; r -= 2) { int v_start = ofMap(ofNoise(r * 0.01 + ofGetFrameNum() * 0.025), 0, 1, -360, 360); int v_end = v_start + 30; int v_span = 2; for (int v = v_start; v <= v_end; v += v_span) { for (int u = 0; u < 360; u += u_span) { face.addVertex(this->make_point(R, r, u - u_span * 0.5, v - v_span * 0.5)); face.addVertex(this->make_point(R, r, u + u_span * 0.5, v - v_span * 0.5)); face.addVertex(this->make_point(R, r, u + u_span * 0.5, v + v_span * 0.5)); face.addVertex(this->make_point(R, r, u - u_span * 0.5, v + v_span * 0.5)); line.addVertex(this->make_point(R, r, u - u_span * 0.5, v - v_span * 0.5)); line.addVertex(this->make_point(R, r, u + u_span * 0.5, v - v_span * 0.5)); line.addVertex(this->make_point(R, r, u + u_span * 0.5, v + v_span * 0.5)); line.addVertex(this->make_point(R, r, u - u_span * 0.5, v + v_span * 0.5)); for (int i = 0; i < 4; i++) { face.addColor(ofColor(0)); line.addColor(ofColor(255, 0, 0)); } 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); if (v == v_start) { line.addIndex(line.getNumVertices() - 3); line.addIndex(line.getNumVertices() - 4); } if (v == v_end) { line.addIndex(line.getNumVertices() - 1); line.addIndex(line.getNumVertices() - 2); } face.addVertex(this->make_point(R, r, u - u_span * 0.5, v - v_span * 0.5 + 180)); face.addVertex(this->make_point(R, r, u + u_span * 0.5, v - v_span * 0.5 + 180)); face.addVertex(this->make_point(R, r, u + u_span * 0.5, v + v_span * 0.5 + 180)); face.addVertex(this->make_point(R, r, u - u_span * 0.5, v + v_span * 0.5 + 180)); line.addVertex(this->make_point(R, r, u - u_span * 0.5, v - v_span * 0.5 + 180)); line.addVertex(this->make_point(R, r, u + u_span * 0.5, v - v_span * 0.5 + 180)); line.addVertex(this->make_point(R, r, u + u_span * 0.5, v + v_span * 0.5 + 180)); line.addVertex(this->make_point(R, r, u - u_span * 0.5, v + v_span * 0.5 + 180)); for (int i = 0; i < 4; i++) { face.addColor(ofColor(0)); line.addColor(ofColor(0, 0, 255)); } 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); if (v == v_start) { line.addIndex(line.getNumVertices() - 3); line.addIndex(line.getNumVertices() - 4); } if (v == v_end) { line.addIndex(line.getNumVertices() - 1); line.addIndex(line.getNumVertices() - 2); } } } } face.draw(); 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()); } |