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Velocity visualization of moving torus coordinates.
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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; int number_of_obj; vector<glm::vec3> location_list; vector<glm::vec3> velocity_list; vector<float> life_list; ofMesh face, frame; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofEnableDepthTest(); float R = 120; float r = 13; int v_span = 8; int u_span = 10; for (int v = 0; v < 360; v += v_span) { for (auto u = 0; u < 360; u += u_span) { vector<glm::vec3> vertices; vertices.push_back(this->make_point(R, r, u, v - v_span * 0.5)); vertices.push_back(this->make_point(R, r, u + u_span, v - v_span * 0.5)); vertices.push_back(this->make_point(R, r, u + u_span, v + v_span * 0.5)); vertices.push_back(this->make_point(R, r, u, v + v_span * 0.5)); int index = face.getNumVertices(); this->face.addVertices(vertices); this->face.addIndex(index + 0); face.addIndex(index + 1); face.addIndex(index + 2); this->face.addIndex(index + 0); face.addIndex(index + 2); face.addIndex(index + 3); } } this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { float R = 120; float r = 15; for (int deg = 0; deg < 360; deg += 30) { float v = ofGetFrameNum() * 0.25 + deg; float u = (ofGetFrameNum() + deg * 2) * 10; float next_v = (ofGetFrameNum() + 1) * 0.25 + deg; float next_u = (ofGetFrameNum() + 1 + deg * 2) * 10; auto location = this->make_point(R, r, u, v); auto next = this->make_point(R, r, next_u, next_v); auto distance = location - next; auto future = glm::vec3(location) + distance * 80; auto random_deg_1 = ofRandom(360); auto random_deg_2 = ofRandom(360); future += glm::vec3( 30 * cos(random_deg_1 * DEG_TO_RAD) * sin(random_deg_2 * DEG_TO_RAD), 30 * sin(random_deg_1 * DEG_TO_RAD) * sin(random_deg_2 * DEG_TO_RAD), 30 * cos(random_deg_2 * DEG_TO_RAD) ); auto future_distance = future - location; this->frame.addVertex(location); this->velocity_list.push_back(glm::normalize(future_distance) * glm::length(distance)); this->life_list.push_back(100); } for (int i = 0; i < this->frame.getNumVertices(); i++) { this->frame.setVertex(i, this->frame.getVertex(i) + this->velocity_list[i]); this->life_list[i] += -3; } for (int i = this->velocity_list.size() - 1; i >= 0; i--) { if(this->life_list[i] < 0) { this->life_list.erase(this->life_list.begin() + i); this->velocity_list.erase(this->velocity_list.begin() + i); this->frame.removeVertex(i); } } this->frame.clearIndices(); this->frame.clearColors(); for (int i = 0; i < this->frame.getNumVertices(); i++) { this->frame.addColor(ofColor(39, ofMap(this->life_list[i], 0, 100, 0, 255))); for (int k = i + 1; k < this->frame.getNumVertices(); k += 1) { if (glm::distance(this->frame.getVertex(i), this->frame.getVertex(k)) < 15) { this->frame.addIndex(i); this->frame.addIndex(k); } } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateX(290); ofSetColor(239); this->face.draw(); ofSetColor(39); this->face.drawWireframe(); for (int i = 0; i < this->frame.getNumVertices(); i++) { ofSetColor(ofColor(39, ofMap(this->life_list[i], 0, 100, 0, 255))); ofDrawSphere(this->frame.getVertex(i), 1); } 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()); } |