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六角形を円に配置してそれぞれ回す。
Arrange the hexagons in a circle and turn each one.
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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_mesh, frame_mesh; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofSetLineWidth(1.5); ofEnableDepthTest(); this->frame_mesh.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face_mesh.clear(); this->frame_mesh.clear(); auto R = 200; auto r = 65; auto v_span = 5; auto u_span = 60; for (auto v = 0; v < 360; v += v_span) { auto u_start = ofMap(ofNoise(cos(v * DEG_TO_RAD) * 0.5, sin(v * DEG_TO_RAD) * 0.5, ofGetFrameNum() * 0.005), 0, 1, -180, 180); for (auto u = u_start; u < u_start + 360; u += u_span) { vector<glm::vec3> vertices; vertices.push_back(this->make_point(R, r, u, v)); vertices.push_back(this->make_point(R, r, u + u_span, v)); vertices.push_back(this->make_point(R, r, u + u_span, v + v_span)); vertices.push_back(this->make_point(R, r, u, v + v_span)); int index = this->face_mesh.getNumVertices(); this->face_mesh.addVertices(vertices); this->frame_mesh.addVertices(vertices); this->face_mesh.addIndex(index + 0); this->face_mesh.addIndex(index + 1); this->face_mesh.addIndex(index + 2); this->face_mesh.addIndex(index + 0); this->face_mesh.addIndex(index + 2); this->face_mesh.addIndex(index + 3); this->frame_mesh.addIndex(index + 0); this->frame_mesh.addIndex(index + 1); this->frame_mesh.addIndex(index + 1); this->frame_mesh.addIndex(index + 2); this->frame_mesh.addIndex(index + 2); this->frame_mesh.addIndex(index + 3); this->frame_mesh.addIndex(index + 3); this->frame_mesh.addIndex(index + 0); } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateX(300); ofSetColor(39); this->face_mesh.drawFaces(); ofSetColor(239); this->frame_mesh.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()); } |