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多層半分トーラス。
Half 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(2); ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); auto R = 300; auto v_span = 20; auto u_span = 20; for (auto v = 0; v < 360; v += v_span) { auto noise_point = glm::vec2(R * cos(v * DEG_TO_RAD), R * sin(v * DEG_TO_RAD)); for (auto r = 30; r < 100; r += 30) { auto u_start = ofMap(ofNoise(noise_point.x * 0.005, noise_point.y * 0.005, (ofGetFrameNum() + r) * 0.005), 0, 1, -180, 180); for (auto u = u_start; u < u_start + 180; u += u_span) { ofSetColor(39); ofFill(); ofBeginShape(); ofVertex(this->make_point(R, r, u - v_span * 0.5 - 0.2, v - u_span * 0.3 - 0.1)); ofVertex(this->make_point(R, r, u + v_span * 0.5 - 0.2, v - u_span * 0.3 - 0.1)); ofVertex(this->make_point(R, r, u + v_span * 0.5 - 0.2, v + u_span * 0.3 - 0.1)); ofVertex(this->make_point(R, r, u - v_span * 0.5 - 0.2, v + u_span * 0.3 - 0.1)); ofEndShape(true); ofSetColor(239); ofNoFill(); ofBeginShape(); ofVertex(this->make_point(R, r, u - v_span * 0.5 + 0.2, v - u_span * 0.3 + 0.1)); ofVertex(this->make_point(R, r, u + v_span * 0.5 + 0.2, v - u_span * 0.3 + 0.1)); ofVertex(this->make_point(R, r, u + v_span * 0.5 + 0.2, v + u_span * 0.3 + 0.1)); ofVertex(this->make_point(R, r, u - v_span * 0.5 + 0.2, v + u_span * 0.3 + 0.1)); 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; 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()); } |