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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(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofSetColor(39); ofSetLineWidth(3); ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); for (int r = 50; r <= 50; r += 10) { int v_span = 1; int u_span = 30; ofMesh face, line; line.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); for (int v = 0; v <= 360; v += v_span) { bool flag = true; int u_start = r + v; int next_u = u_start + v_span; for (int u = u_start; u < u_start + 360 - u_span; u += u_span) { if (flag) { vector<glm::vec3> vertices; vertices.push_back(this->make_point(200, r, u, v)); vertices.push_back(this->make_point(200, r, u + u_span, v)); vertices.push_back(this->make_point(200, r, next_u + u_span, v + v_span)); vertices.push_back(this->make_point(200, r, next_u, v + v_span)); for (auto& vertex : vertices) { auto deg_y = ofMap(ofNoise(vertex.y * 0.003 + ofGetFrameNum() * 0.008), 0, 1, -360, 360); auto rotation_y = glm::rotate(glm::mat4(), deg_y * (float)DEG_TO_RAD, glm::vec3(0, 1, 0)); vertex = glm::vec4(vertex, 0) * rotation_y; } face.addVertices(vertices); line.addVertices(vertices); ofColor color; color.setHsb(ofMap(u, u_start, u_start + 360, 0, 255), 180, 255); face.addColor(color); face.addColor(color); face.addColor(color); face.addColor(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()); } |