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トーラスの座標4か所で結んで四角を描く。
Draw a square by connecting it with the four coordinates of the 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, line; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(255); ofSetLineWidth(3); ofEnableDepthTest(); this->line.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { this->face.clear(); this->line.clear(); float R = 250; float r = R * 0.25; float v_step = 5; for (float v = 0; v < 360; v += v_step) { float u_start = ofMap(ofNoise(glm::vec3(cos(v * DEG_TO_RAD) * 0.85, sin(v * DEG_TO_RAD) * 0.85, ofGetFrameNum() * 0.01)), 0, 1, -360,360); ofColor face_color; float hue = ofMap(v, 0, 360, 0, 255); face_color.setHsb(hue, 130, 255); vector<glm::vec3> vertices; for (float u = u_start; u < u_start + 360; u += 90) { vertices.push_back(glm::vec3(this->make_point(R, r, u, v))); } this->face.addVertices(vertices); this->line.addVertices(vertices); this->face.addIndex(this->face.getNumVertices() - 1); this->face.addIndex(this->face.getNumVertices() - 2); this->face.addIndex(this->face.getNumVertices() - 3); this->face.addIndex(this->face.getNumVertices() - 1); this->face.addIndex(this->face.getNumVertices() - 3); this->face.addIndex(this->face.getNumVertices() - 4); this->line.addIndex(this->line.getNumVertices() - 1); this->line.addIndex(this->line.getNumVertices() - 2); this->line.addIndex(this->line.getNumVertices() - 2); this->line.addIndex(this->line.getNumVertices() - 3); this->line.addIndex(this->line.getNumVertices() - 3); this->line.addIndex(this->line.getNumVertices() - 4); this->line.addIndex(this->line.getNumVertices() - 1); this->line.addIndex(this->line.getNumVertices() - 4); for (int i = 0; i < vertices.size(); i++) { this->face.addColor(face_color); this->line.addColor(ofColor(255)); } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(ofGetFrameNum() * 1.333333333333333333); this->line.drawWireframe(); this->face.draw(); 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()); } |