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スライドする球体
Slide sphere.
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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; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetColor(39); ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateX(90); int radius = 300; int deg_span = 10; for (int deg_2 = 0; deg_2 <= 180; deg_2 += deg_span) { int deg_start = ofNoise(ofRandom(1000), ofGetFrameNum() * 0.002) * 360; for (int deg_1 = deg_start; deg_1 < deg_start + 360; deg_1 += deg_span) { vector<glm::vec3> vertices_fill; vertices_fill.push_back(glm::vec3( radius * cos((deg_1 - deg_span * 0.5) * DEG_TO_RAD) * sin((deg_2 - deg_span * 0.5) * DEG_TO_RAD), radius * sin((deg_1 - deg_span * 0.5) * DEG_TO_RAD) * sin((deg_2 - deg_span * 0.5) * DEG_TO_RAD), radius * cos((deg_2 - deg_span * 0.5) * DEG_TO_RAD) )); vertices_fill.push_back(glm::vec3( radius * cos((deg_1 + deg_span * 0.5) * DEG_TO_RAD) * sin((deg_2 - deg_span * 0.5) * DEG_TO_RAD), radius * sin((deg_1 + deg_span * 0.5) * DEG_TO_RAD) * sin((deg_2 - deg_span * 0.5) * DEG_TO_RAD), radius * cos((deg_2 - deg_span * 0.5) * DEG_TO_RAD) )); vertices_fill.push_back(glm::vec3( radius * cos((deg_1 + deg_span * 0.5) * DEG_TO_RAD) * sin((deg_2 + deg_span * 0.5) * DEG_TO_RAD), radius * sin((deg_1 + deg_span * 0.5) * DEG_TO_RAD) * sin((deg_2 + deg_span * 0.5) * DEG_TO_RAD), radius * cos((deg_2 + deg_span * 0.5) * DEG_TO_RAD) )); vertices_fill.push_back(glm::vec3( radius * cos((deg_1 - deg_span * 0.5) * DEG_TO_RAD) * sin((deg_2 + deg_span * 0.5) * DEG_TO_RAD), radius * sin((deg_1 - deg_span * 0.5) * DEG_TO_RAD) * sin((deg_2 + deg_span * 0.5) * DEG_TO_RAD), radius * cos((deg_2 + deg_span * 0.5) * DEG_TO_RAD) )); ofSetColor(239); ofFill(); ofBeginShape(); ofVertices(vertices_fill); ofEndShape(true); vector<glm::vec3> vertices_noFill; vertices_noFill.push_back(glm::vec3( (radius + 1) * cos((deg_1 - deg_span * 0.5) * DEG_TO_RAD) * sin((deg_2 - deg_span * 0.5) * DEG_TO_RAD), (radius + 1) * sin((deg_1 - deg_span * 0.5) * DEG_TO_RAD) * sin((deg_2 - deg_span * 0.5) * DEG_TO_RAD), (radius + 1) * cos((deg_2 - deg_span * 0.5) * DEG_TO_RAD) )); vertices_noFill.push_back(glm::vec3( (radius + 1) * cos((deg_1 + deg_span * 0.5) * DEG_TO_RAD) * sin((deg_2 - deg_span * 0.5) * DEG_TO_RAD), (radius + 1) * sin((deg_1 + deg_span * 0.5) * DEG_TO_RAD) * sin((deg_2 - deg_span * 0.5) * DEG_TO_RAD), (radius + 1) * cos((deg_2 - deg_span * 0.5) * DEG_TO_RAD) )); vertices_noFill.push_back(glm::vec3( (radius + 1) * cos((deg_1 + deg_span * 0.5) * DEG_TO_RAD) * sin((deg_2 + deg_span * 0.5) * DEG_TO_RAD), (radius + 1) * sin((deg_1 + deg_span * 0.5) * DEG_TO_RAD) * sin((deg_2 + deg_span * 0.5) * DEG_TO_RAD), (radius + 1) * cos((deg_2 + deg_span * 0.5) * DEG_TO_RAD) )); vertices_noFill.push_back(glm::vec3( (radius + 1) * cos((deg_1 - deg_span * 0.5) * DEG_TO_RAD) * sin((deg_2 + deg_span * 0.5) * DEG_TO_RAD), (radius + 1) * sin((deg_1 - deg_span * 0.5) * DEG_TO_RAD) * sin((deg_2 + deg_span * 0.5) * DEG_TO_RAD), (radius + 1) * cos((deg_2 + deg_span * 0.5) * DEG_TO_RAD) )); ofSetColor(39); ofNoFill(); ofBeginShape(); ofVertices(vertices_noFill); ofEndShape(true); } } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |