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ねじれる輪。
Twisting ring.
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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(239); ofSetColor(39); ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->mesh.clear(); ofColor color_1, color_2; color_1.setHex(0xedf165); color_2.setHex(0x0e0b9d); for (auto deg = 0; deg < 360; deg += 1) { auto noise_location = glm::vec2(cos(deg * DEG_TO_RAD), sin(deg * DEG_TO_RAD)); int u = ofMap(ofNoise(noise_location.x * 0.5, noise_location.y * 0.5, ofGetFrameNum() * 0.01), 0, 1, 0, 720); this->mesh.addVertex(this->make_point(250, 50, (u), deg)); this->mesh.addColor(color_1); this->mesh.addVertex(this->make_point(250, 50, (u + 180), deg)); this->mesh.addColor(color_2); } for (auto i = 0; i < this->mesh.getVertices().size(); i += 2) { auto index_0 = i; auto index_1 = (i + 1) % mesh.getVertices().size(); auto index_2 = (i + 2) % mesh.getVertices().size(); auto index_3 = (i + 3) % mesh.getVertices().size(); mesh.addIndex(index_0); mesh.addIndex(index_1); mesh.addIndex(index_2); mesh.addIndex(index_3); mesh.addIndex(index_1); mesh.addIndex(index_2); } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); 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()); } |