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トーラス上のポイントを線で結ぶ。
Lines on 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; ofMesh mesh; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(0); ofSetLineWidth(1.5); ofEnableDepthTest(); ofEnableBlendMode(ofBlendMode::OF_BLENDMODE_ADD); this->mesh.setMode(OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->mesh.clear(); float R = 300; float r = 100; ofColor color; for (int i = 0; i < 800; i++) { float u = ofRandom(0, 360) + ofGetFrameNum() * ofRandom(0.5, 1); float v = ofRandom(0, 360); auto location = this->make_point(R, r, u, v); color.setHsb(ofRandom(255), 200, 255); this->mesh.addVertex(location); this->mesh.addColor(color); } for (int i = 0; i < this->mesh.getVertices().size(); i++) { auto location = this->mesh.getVertex(i); vector<int> near_index_list; for (int k = 0; k < this->mesh.getVertices().size(); k++) { if (i == k) { continue; } auto other = this->mesh.getVertex(k); auto distance = glm::distance(location, other); if (distance < 50) { this->mesh.addIndex(i); this->mesh.addIndex(k); } } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); for (int i = 0; i < this->mesh.getVertices().size(); i++) { ofSetColor(this->mesh.getColor(i)); ofDrawSphere(this->mesh.getVertex(i), 3.5); } this->mesh.draw(); 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()); } |