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トーラスの面遊び。
Surface 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 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; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofSetLineWidth(3); ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofColor color; for (int v = 0; v < 360; v += 10) { for (int u = 0; u < 360; u += 20) { float noise_value = ofNoise(ofRandom(1000), ofGetFrameNum() * 0.01); float r = 50; if (noise_value > 0.65) { r = 50 + 100 * (noise_value - 0.65); } ofSetColor(239); ofFill(); ofBeginShape(); ofVertex(this->make_point(300, r, u - 10, v - 5)); ofVertex(this->make_point(300, r, u + 10, v - 5)); ofVertex(this->make_point(300, r, u + 10, v + 5)); ofVertex(this->make_point(300, r, u - 10, v + 5)); ofEndShape(true); ofSetColor(39); ofNoFill(); ofBeginShape(); ofVertex(this->make_point(300, r, u - 9.9, v - 4.9)); ofVertex(this->make_point(300, r, u + 9.9, v - 4.9)); ofVertex(this->make_point(300, r, u + 9.9, v + 4.9)); ofVertex(this->make_point(300, r, u - 9.9, v + 4.9)); ofEndShape(true); } } 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; float x = (R + r * cos(u)) * cos(v); float y = (R + r * cos(u)) * sin(v); float z = r * sin(u); return glm::vec3(x, y, z); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |