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球体を回転させる。
Rotate the sphere.
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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) {}; ofEasyCam cam; ofMesh face, frame; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetLineWidth(2); ofEnableDepthTest(); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face.clear(); this->frame.clear(); for (int radius = 300; radius <= 300; radius += 150) { auto noise_seed = ofRandom(1500); for (int theta = 0; theta <= 180; theta += 15) { for (int phi = 0; phi < 360; phi += 3) { auto index = this->face.getNumVertices(); vector<glm::vec3> vertices; vertices.push_back(glm::vec3( radius * cos(phi * DEG_TO_RAD) * sin((theta + 1) * DEG_TO_RAD), radius * sin(phi * DEG_TO_RAD) * sin((theta + 1) * DEG_TO_RAD), radius * cos((theta + 1) * DEG_TO_RAD) )); vertices.push_back(glm::vec3( radius * cos((phi + 3) * DEG_TO_RAD) * sin((theta + 1) * DEG_TO_RAD), radius * sin((phi + 3) * DEG_TO_RAD) * sin((theta + 1) * DEG_TO_RAD), radius * cos((theta + 1) * DEG_TO_RAD) )); vertices.push_back(glm::vec3( radius * cos((phi + 3) * DEG_TO_RAD) * sin((theta - 1) * DEG_TO_RAD), radius * sin((phi + 3) * DEG_TO_RAD) * sin((theta - 1) * DEG_TO_RAD), radius * cos((theta - 1) * DEG_TO_RAD) )); vertices.push_back(glm::vec3( radius * cos(phi * DEG_TO_RAD) * sin((theta - 1) * DEG_TO_RAD), radius * sin(phi * DEG_TO_RAD) * sin((theta - 1) * DEG_TO_RAD), radius * cos((theta - 1) * DEG_TO_RAD) )); vertices.push_back(glm::vec3( (radius - 30) * cos(phi * DEG_TO_RAD) * sin((theta + 1) * DEG_TO_RAD), (radius - 30) * sin(phi * DEG_TO_RAD) * sin((theta + 1) * DEG_TO_RAD), radius * cos((theta + 1) * DEG_TO_RAD) )); vertices.push_back(glm::vec3( (radius - 30) * cos((phi + 3) * DEG_TO_RAD) * sin((theta + 1) * DEG_TO_RAD), (radius - 30) * sin((phi + 3) * DEG_TO_RAD) * sin((theta + 1) * DEG_TO_RAD), radius * cos((theta + 1) * DEG_TO_RAD) )); vertices.push_back(glm::vec3( (radius - 30) * cos((phi + 3) * DEG_TO_RAD) * sin((theta - 1) * DEG_TO_RAD), (radius - 30) * sin((phi + 3) * DEG_TO_RAD) * sin((theta - 1) * DEG_TO_RAD), radius * cos((theta - 1) * DEG_TO_RAD) )); vertices.push_back(glm::vec3( (radius - 30) * cos(phi * DEG_TO_RAD) * sin((theta - 1) * DEG_TO_RAD), (radius - 30) * sin(phi * DEG_TO_RAD) * sin((theta - 1) * DEG_TO_RAD), radius * cos((theta - 1) * DEG_TO_RAD) )); for (auto& vertex : vertices) { auto rotation_x = glm::rotate(glm::mat4(), ofMap(ofNoise(glm::vec2(noise_seed, vertex.x * 0.0008 + ofGetFrameNum() * 0.005)), 0, 1, -180, 180) * (float)DEG_TO_RAD, glm::vec3(1, 0, 0)); vertex = glm::vec4(vertex, 0) * rotation_x; } 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->face.addIndex(index + 4); this->face.addIndex(index + 5); this->face.addIndex(index + 6); this->face.addIndex(index + 4); this->face.addIndex(index + 6); this->face.addIndex(index + 7); this->face.addIndex(index + 0); this->face.addIndex(index + 4); this->face.addIndex(index + 5); this->face.addIndex(index + 0); this->face.addIndex(index + 5); this->face.addIndex(index + 1); this->face.addIndex(index + 2); this->face.addIndex(index + 6); this->face.addIndex(index + 7); this->face.addIndex(index + 2); this->face.addIndex(index + 7); 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); this->frame.addIndex(index + 4); this->frame.addIndex(index + 5); this->frame.addIndex(index + 6); this->frame.addIndex(index + 7); for (int i = 0; i < vertices.size(); i++) { if (radius == 300) { this->face.addColor(ofColor(39)); this->frame.addColor(ofColor(239)); } else { this->face.addColor(ofColor(239)); this->frame.addColor(ofColor(39)); } } } } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateX(270); this->face.draw(); this->frame.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |