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トーラスの座標を帯状に結んでノイズで伸び縮み
Tie to coordinate of 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 radius, float small_radius, float deg, float small_deg); ofEasyCam cam; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofNoFill(); ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); float radius = 250; float small_radius = 50; int deg_span = 3; int small_deg_span = 10; ofColor color; for (int small_deg = 0; small_deg < 360; small_deg += small_deg_span) { color.setHsb(ofMap(small_deg, 0, 360, 0, 255), 255, 200); ofSetColor(color); int tmp_small_deg = small_deg; int deg_max = ofNoise(small_deg * 0.005, ofGetFrameNum() * 0.005) * 360; vector<glm::vec3> vertices; vector<glm::vec3> sub_vertices; for (int deg = 0; deg < deg_max; deg += deg_span) { vertices.push_back(this->make_point(radius, small_radius, deg, tmp_small_deg)); sub_vertices.push_back(this->make_point(radius, small_radius, deg, tmp_small_deg + small_deg_span)); tmp_small_deg = tmp_small_deg + small_deg_span; } for (int i = sub_vertices.size() - 1; i > -1; i--) { vertices.push_back(sub_vertices[i]); } ofBeginShape(); ofVertices(vertices); ofEndShape(true); } this->cam.end(); } //-------------------------------------------------------------- glm::vec3 ofApp::make_point(float radius, float small_radius, float deg, float small_deg) { float x_1 = radius * cos(deg * DEG_TO_RAD); float y_1 = radius * sin(deg * DEG_TO_RAD); float x_2 = small_radius * cos(small_deg * DEG_TO_RAD) * cos(deg * DEG_TO_RAD); float y_2 = small_radius * cos(small_deg * DEG_TO_RAD) * sin(deg * DEG_TO_RAD); float x = x_1 + x_2; float y = y_1 + y_2; float z = small_radius * sin(small_deg * DEG_TO_RAD); return glm::vec3(x, y, z); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |