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りんご局面に面を貼ってノイズでバラバラにする大人の遊び。数式は「数学デッサン教室 描いて楽しむ数学のかたち」から引用
Make surface on apple surface. And moving by Perlin Noise.
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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_apple_point(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(2.5); ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { float scale = 30; ofColor color; this->cam.begin(); ofRotateX(-90); for (int v = 0; v < 360; v += 6) { glm::vec2 noise_point = glm::vec2(cos(v * DEG_TO_RAD), sin(v * DEG_TO_RAD)); float noise_value = ofNoise(noise_point.x, noise_point.y, ofGetFrameNum() * 0.03); scale = noise_value > 0.65 ? ofMap(noise_value, 0.65, 1, 20, 30) : 20; int tmp_v = v; for (int u = -180; u <= 180 - 6; u += 6) { ofSetColor(239, 39, 39); ofBeginShape(); ofVertex(this->make_apple_point((u - 3) * DEG_TO_RAD, (tmp_v - 3) * DEG_TO_RAD) * scale); ofVertex(this->make_apple_point((u - 9) * DEG_TO_RAD, (tmp_v - 3) * DEG_TO_RAD) * scale); ofVertex(this->make_apple_point((u - 3) * DEG_TO_RAD, (tmp_v + 3) * DEG_TO_RAD) * scale); ofVertex(this->make_apple_point((u + 3) * DEG_TO_RAD, (tmp_v + 3) * DEG_TO_RAD) * scale); ofEndShape(); ofSetColor(39); ofDrawLine(this->make_apple_point((u + 3) * DEG_TO_RAD, (tmp_v + 3) * DEG_TO_RAD) * scale, this->make_apple_point((u - 3) * DEG_TO_RAD, (tmp_v - 3) * DEG_TO_RAD) * scale); ofDrawLine(this->make_apple_point((u - 3) * DEG_TO_RAD, (tmp_v + 3) * DEG_TO_RAD) * scale, this->make_apple_point((u - 9) * DEG_TO_RAD, (tmp_v - 3) * DEG_TO_RAD) * scale); tmp_v += 6; } } this->cam.end(); } //-------------------------------------------------------------- glm::vec3 ofApp::make_apple_point(float u, float v) { // 数学デッサン教室 描いて楽しむ数学たち リンゴ局面 apple surface P.33 float x = (4 + 3.8 * cos(u)) * cos(v); float y = (4 + 3.8 * cos(u)) * sin(v); float z = -5 * log10(1 - 0.315 * u) + 5 * sin(u) + 2 * cos(u); return glm::vec3(x, y, z); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |