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スケスケトーラス。
Skeletal 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 mesh; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetColor(39); ofEnableDepthTest(); this->mesh.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->mesh.clear(); float R = 200; for (int i = 0; i < 8; i++) { auto noise_param_1 = ofRandom(1000); auto noise_param_2 = ofRandom(1000); for (float v = 0; v < 360; v += 1) { auto noise_location = glm::vec2(R * cos(v * DEG_TO_RAD), R * sin(v * DEG_TO_RAD)); float u = ofMap(ofNoise(noise_param_1, noise_location.x * 0.005, noise_location.y * 0.005, ofGetFrameNum() * 0.01), 0, 1, -360, 360); float r = ofMap(ofNoise(noise_param_2, noise_location.x * 0.002, noise_location.y * 0.002, ofGetFrameNum() * 0.01), 0, 1, 50, 50); this->mesh.addVertex(this->make_point(R, r, u, v)); } } for (int i = 0; i < this->mesh.getNumVertices(); i++) { for (int k = i + 1; k < this->mesh.getNumVertices(); k++) { if (glm::distance(this->mesh.getVertex(i), this->mesh.getVertex(k)) < 15) { this->mesh.addIndex(i); this->mesh.addIndex(k); } } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); this->mesh.drawWireframe(); for (int i = 0; i < this->mesh.getNumVertices(); i++) { ofDrawSphere(this->mesh.getVertex(i), 1.5); } 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()); } |