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トーラス in トーラス。
Torus in 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 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 face, frame; };  | 
					
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						#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(60); 	ofSetWindowTitle("openFrameworks"); 	ofBackground(239); 	ofEnableDepthTest(); 	this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { 	this->face.clear(); 	this->frame.clear(); 	auto R = 100.f; 	auto u_step = 1.f; 	auto v_step = 1.f; 	for (int i = 0; i < 7; i++) { 		auto r = 25.f; 		float angle_z = (i * u_step * 2) * DEG_TO_RAD; 		auto rotation_z = glm::rotate(glm::mat4(), angle_z, glm::vec3(0, 0, 1)); 		auto v_start = 0.f; 		auto v_len = 360.f; 		if (i % 2 == 0) { 			v_start = (ofGetFrameNum() + i * 15) % 360; 			v_len = 120; 			r = 15; 		} 		for (auto v = v_start; v < v_start + v_len; v += v_step) { 			vector<glm::vec3> vertices{ 				glm::vec4(this->make_point(R, r, v * u_step * 17, v * 2), 0) * rotation_z, 				glm::vec4(this->make_point(R, r, (v + v_step) * u_step * 17, (v + v_step) * 2), 0) * rotation_z, 				glm::vec4(this->make_point(R, r, v * u_step * 17, (v + v_step) * 2), 0) * rotation_z, 				glm::vec4(this->make_point(R, r, (v - v_step) * u_step * 17, v * 2), 0) * rotation_z 			}; 			auto index = this->face.getNumVertices(); 			this->face.addVertices(vertices); 			this->frame.addVertices(vertices); 			this->face.addIndex(index + 0); this->face.addIndex(index + 1); this->face.addIndex(index + 2); 			this->face.addIndex(index + 0); this->face.addIndex(index + 2); this->face.addIndex(index + 3); 			this->frame.addIndex(index + 0); this->frame.addIndex(index + 1); 			this->frame.addIndex(index + 2); this->frame.addIndex(index + 3); 			for (int k = 0; k < 4; k++) { 				i % 2 == 0 ? this->face.addColor(ofColor(39)) : this->face.addColor(ofColor(239)); 				i % 2 == 0 ? this->frame.addColor(ofColor(239)) : this->frame.addColor(ofColor(39)); 			} 		} 	} } //-------------------------------------------------------------- void ofApp::draw() { 	this->cam.begin(); 	this->face.draw(); 	this->frame.drawWireframe(); 	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()); }  |