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未完成の球体。
Unfinished 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); ofSetLineWidth(3); ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateZ(ofGetFrameNum()); auto deg_span = 15; auto theta_span = 5; for (int radius = 100; radius <= 300; radius += 75) { for (int deg = 0; deg < 360; deg += deg_span) { auto noise_source = glm::vec2(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD)); int theta = ofMap(ofNoise(noise_source.x * 0.005, noise_source.y * 0.005, ofGetFrameNum() * 0.008), 0, 1, 0, 180); if (theta > 90) { for (int tmp_theta = 90; tmp_theta < theta; tmp_theta += theta_span) { vector<glm::vec3> vertices_1, vertices_2; for (int tmp_deg = deg; tmp_deg <= deg + deg_span; tmp_deg++) { vertices_1.push_back(glm::vec3(radius * cos(tmp_deg * DEG_TO_RAD) * sin(tmp_theta * DEG_TO_RAD), radius * sin(tmp_deg * DEG_TO_RAD) * sin(tmp_theta * DEG_TO_RAD), radius * cos(tmp_theta * DEG_TO_RAD))); vertices_2.push_back(glm::vec3(radius * cos(tmp_deg * DEG_TO_RAD) * sin((tmp_theta + theta_span) * DEG_TO_RAD), radius * sin(tmp_deg * DEG_TO_RAD) * sin((tmp_theta + theta_span) * DEG_TO_RAD), radius * cos((tmp_theta + theta_span) * DEG_TO_RAD))); } reverse(vertices_2.begin(), vertices_2.end()); ofFill(); ofSetColor(239); ofBeginShape(); ofVertices(vertices_1); ofVertices(vertices_2); ofEndShape(true); ofNoFill(); ofSetColor(39); ofBeginShape(); ofVertices(vertices_1); ofVertices(vertices_2); ofEndShape(true); } } else { for (int tmp_theta = 90; tmp_theta > theta; tmp_theta -= theta_span) { vector<glm::vec3> vertices_1, vertices_2; for (int tmp_deg = deg; tmp_deg <= deg + deg_span; tmp_deg++) { vertices_1.push_back(glm::vec3(radius * cos(tmp_deg * DEG_TO_RAD) * sin(tmp_theta * DEG_TO_RAD), radius * sin(tmp_deg * DEG_TO_RAD) * sin(tmp_theta * DEG_TO_RAD), radius * cos(tmp_theta * DEG_TO_RAD))); vertices_2.push_back(glm::vec3(radius * cos(tmp_deg * DEG_TO_RAD) * sin((tmp_theta + theta_span) * DEG_TO_RAD), radius * sin(tmp_deg * DEG_TO_RAD) * sin((tmp_theta + theta_span) * DEG_TO_RAD), radius * cos((tmp_theta + theta_span) * DEG_TO_RAD))); } reverse(vertices_2.begin(), vertices_2.end()); ofFill(); ofSetColor(239); ofBeginShape(); ofVertices(vertices_1); ofVertices(vertices_2); ofEndShape(true); ofNoFill(); ofSetColor(39); ofBeginShape(); ofVertices(vertices_1); ofVertices(vertices_2); ofEndShape(true); } } } } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |