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隙間のある球体。
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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, line; };  | 
					
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						#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(30); 	ofSetWindowTitle("openFrameworks"); 	ofBackground(255); 	ofEnableDepthTest(); 	ofSetLineWidth(1.5); 	this->line.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { 	ofSeedRandom(39); 	this->face.clear(); 	this->line.clear(); 	float phi_deg_step = 1; 	float theta_deg_step = 1; 	float noise_radius = 150; 	auto radius = 50; 	for (float phi_deg = 0; phi_deg < 360; phi_deg += phi_deg_step) { 		for (float theta_deg = 0; theta_deg <= 180; theta_deg += theta_deg_step) { 			auto noise_value = ofNoise( 				noise_radius * cos(phi_deg * DEG_TO_RAD) * 0.01, 				noise_radius * sin(phi_deg * DEG_TO_RAD) * 0.01, 				noise_radius * cos(theta_deg * DEG_TO_RAD) * 0.01 + ofGetFrameNum() * 0.05); 			if (noise_value < 0.55) { continue; } 			auto noise_value_1 = ofNoise( 				noise_radius * cos(phi_deg * DEG_TO_RAD) * 0.01, 				noise_radius * sin(phi_deg * DEG_TO_RAD) * 0.01, 				noise_radius * cos((theta_deg - theta_deg_step) * DEG_TO_RAD) * 0.01 + ofGetFrameNum() * 0.05); 			auto noise_value_2 = ofNoise( 				noise_radius * cos((phi_deg + phi_deg_step) * DEG_TO_RAD) * 0.01, 				noise_radius * sin((phi_deg + phi_deg_step) * DEG_TO_RAD) * 0.01, 				noise_radius * cos(theta_deg * DEG_TO_RAD) * 0.01 + ofGetFrameNum() * 0.05); 			auto noise_value_3 = ofNoise( 				noise_radius * cos((phi_deg - phi_deg_step) * DEG_TO_RAD) * 0.01, 				noise_radius * sin((phi_deg - phi_deg_step) * DEG_TO_RAD) * 0.01, 				noise_radius * cos(theta_deg * DEG_TO_RAD) * 0.01 + ofGetFrameNum() * 0.05); 			auto noise_value_4 = ofNoise( 				noise_radius * cos(phi_deg * DEG_TO_RAD) * 0.01, 				noise_radius * sin(phi_deg * DEG_TO_RAD) * 0.01, 				noise_radius * cos((theta_deg + theta_deg_step) * DEG_TO_RAD) * 0.01 + ofGetFrameNum() * 0.05); 			auto index = this->face.getNumVertices(); 			vector<glm::vec3> vertices; 			vertices.push_back(glm::vec3( 				radius * sin((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD) * cos((phi_deg + phi_deg_step * 0.5) * DEG_TO_RAD), 				radius * sin((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD) * sin((phi_deg + phi_deg_step * 0.5) * DEG_TO_RAD), 				radius * cos((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD))); 			vertices.push_back(glm::vec3( 				radius * sin((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD) * cos((phi_deg - phi_deg_step * 0.5) * DEG_TO_RAD), 				radius * sin((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD) * sin((phi_deg - phi_deg_step * 0.5) * DEG_TO_RAD), 				radius * cos((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD))); 			vertices.push_back(glm::vec3( 				radius * sin((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD) * cos((phi_deg + phi_deg_step * 0.5) * DEG_TO_RAD), 				radius * sin((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD) * sin((phi_deg + phi_deg_step * 0.5) * DEG_TO_RAD), 				radius * cos((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD))); 			vertices.push_back(glm::vec3( 				radius * sin((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD) * cos((phi_deg - phi_deg_step * 0.5) * DEG_TO_RAD), 				radius * sin((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD) * sin((phi_deg - phi_deg_step * 0.5) * DEG_TO_RAD), 				radius * cos((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD))); 			this->face.addVertices(vertices); 			this->face.addIndex(index + 0); this->face.addIndex(index + 1); this->face.addIndex(index + 3); 			this->face.addIndex(index + 0); this->face.addIndex(index + 3); this->face.addIndex(index + 2); 			if (noise_value_1 < 0.55) { 				this->line.addVertex(vertices[0]); this->line.addVertex(vertices[1]); 				this->line.addIndex(this->line.getNumVertices() - 1); this->line.addIndex(this->line.getNumVertices() - 2); 			} 			if (noise_value_2 < 0.55) { 				this->line.addVertex(vertices[0]); this->line.addVertex(vertices[2]); 				this->line.addIndex(this->line.getNumVertices() - 1); this->line.addIndex(this->line.getNumVertices() - 2); 			} 			if (noise_value_3 < 0.55) { 				this->line.addVertex(vertices[1]); this->line.addVertex(vertices[3]); 				this->line.addIndex(this->line.getNumVertices() - 1); this->line.addIndex(this->line.getNumVertices() - 2); 			} 			if (noise_value_4 < 0.55) { 				this->line.addVertex(vertices[2]); this->line.addVertex(vertices[3]); 				this->line.addIndex(this->line.getNumVertices() - 1); this->line.addIndex(this->line.getNumVertices() - 2); 			} 		} 	} } //-------------------------------------------------------------- void ofApp::draw() { 	this->cam.begin(); 	ofSetColor(0); 	this->face.draw(); 	ofSetColor(255); 	this->line.draw(); 	this->cam.end(); } //-------------------------------------------------------------- int main() { 	ofSetupOpenGL(720, 720, OF_WINDOW); 	ofRunApp(new ofApp()); }  |