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分割りんご。
Splitting apple.
[ Source ]
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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) {}; glm::vec3 make_apple_point(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(); int span = 8; int scale, index; for (int v = 0; v < 360; v += span) { for (int u = -170; u < 250; u += span) { auto noise_seed = (this->make_apple_point(u - span * 0.5, v - span * 0.5) + this->make_apple_point(u - span * 0.5, v + span * 0.5) + this->make_apple_point(u + span * 0.5, v + span * 0.5)) / 3; auto noise_value = ofNoise(glm::vec4(noise_seed * 0.25, ofGetFrameNum() * 0.008)); scale = 30; if (noise_value > 0.65) { scale = ofMap(noise_value, 0.65, 1, 30, 50); } index = this->mesh.getNumVertices(); this->mesh.addVertex(this->make_apple_point(u - span * 0.5, v - span * 0.5) * scale); this->mesh.addVertex(this->make_apple_point(u - span * 0.5, v + span * 0.5) * scale); this->mesh.addVertex(this->make_apple_point(u + span * 0.5, v + span * 0.5) * scale); this->mesh.addIndex(index); this->mesh.addIndex(index + 1); this->mesh.addIndex(index + 2); noise_seed = (this->make_apple_point(u - span * 0.5, v - span * 0.5) + this->make_apple_point(u + span * 0.5, v - span * 0.5) + this->make_apple_point(u + span * 0.5, v + span * 0.5)) / 3; noise_value = ofNoise(glm::vec4(noise_seed * 0.25, ofGetFrameNum() * 0.008)); scale = 30; if (noise_value > 0.65) { scale = ofMap(noise_value, 0.65, 1, 30, 50); } index = this->mesh.getNumVertices(); this->mesh.addVertex(this->make_apple_point(u - span * 0.5, v - span * 0.5) * scale); this->mesh.addVertex(this->make_apple_point(u + span * 0.5, v - span * 0.5) * scale); this->mesh.addVertex(this->make_apple_point(u + span * 0.5, v + span * 0.5) * scale); this->mesh.addIndex(index); this->mesh.addIndex(index + 1); this->mesh.addIndex(index + 2); } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateZ(ofGetFrameNum() * 0.5); ofSetColor(39); this->mesh.drawFaces(); ofSetColor(239); this->mesh.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- glm::vec3 ofApp::make_apple_point(float u, float v) { // 数学デッサン教室 描いて楽しむ数学たち リンゴ局面 apple surface P.33 u *= DEG_TO_RAD; v *= DEG_TO_RAD; float x = (4 + 3.8 * cos(u)) * cos(v); float y = (4 + 3.8 * cos(u)) * sin(v); float z = -5 * log10(1 - 0.315 * u) + 5 * sin(u) + 2 * cos(u); return glm::vec3(x, y, z); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |