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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 mouseEntered(int x, int y) {}; void mouseExited(int x, int y) {}; 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, frame; float r; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetLineWidth(1.5); ofEnableDepthTest(); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face.clear(); this->frame.clear(); float R = 300; this->r = ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.008), 0, 1, 10, 130); int v_span = 8; int u_span = 10; for (int v = 0; v < 360; v += v_span) { for (auto u = 0; u < 360; u += u_span) { auto noise_value = ofNoise(glm::vec4(this->make_point(R, 50, u + u_span * 0.5, v) * 0.005, ofGetFrameNum() * 0.01)); if (noise_value > 0.6) { vector<glm::vec3> vertices; vertices.push_back(this->make_point(R, this->r, u, v - v_span * 0.5)); vertices.push_back(this->make_point(R, this->r, u + u_span, v - v_span * 0.5)); vertices.push_back(this->make_point(R, this->r, u + u_span, v + v_span * 0.5)); vertices.push_back(this->make_point(R, this->r, u, v + v_span * 0.5)); int index = face.getNumVertices(); this->face.addVertices(vertices); this->face.addIndex(index + 0); face.addIndex(index + 1); face.addIndex(index + 2); this->face.addIndex(index + 0); face.addIndex(index + 2); face.addIndex(index + 3); this->frame.addVertices(vertices); this->frame.addIndex(index + 0); this->frame.addIndex(index + 1); this->frame.addIndex(index + 1); this->frame.addIndex(index + 2); this->frame.addIndex(index + 2); this->frame.addIndex(index + 3); this->frame.addIndex(index + 3); this->frame.addIndex(index + 0); } } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); int number = 300; vector<glm::vec3> location_list(number); for (int i = 0; i < number; i++) { auto R = 300; auto tmp_r = ofRandom(10, this->r * 0.8); auto u = ofRandom(360) + ofGetFrameNum() * ofRandom(0.5, 1.0) * (ofRandom(1) < 0.5 ? 1 : -1); auto v = ofRandom(360) + ofGetFrameNum() * ofRandom(0.5, 1.0) * (ofRandom(1) < 0.5 ? 1 : -1); location_list[i] = this->make_point(R, tmp_r, u, v); } ofFill(); ofSetColor(39); for (auto& location : location_list) { ofDrawSphere(location, 3); for (auto& other : location_list) { if (location == other) { continue; } auto distance = glm::distance(location, other); if (distance < 40) { ofDrawLine(location, other); } } } ofSetColor(239); this->face.draw(); ofSetColor(39); this->frame.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()); } |