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トーラスに色を塗る。
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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_mesh, frame_mesh; vector<glm::vec3> location_list; vector<ofColor> color_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(0); ofEnableDepthTest(); for (auto v = 0; v < 360; v += 5) { for (auto u = 0; u < 360; u += 8) { this->location_list.push_back(this->make_point(200, 50, u, v)); this->color_list.push_back(ofColor(0)); } } this->frame_mesh.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face_mesh.clear(); this->frame_mesh.clear(); auto R = 200; auto r = 50; auto v_span = 5; auto u_span = 8; for (int k = 0; k < 3; k++) { auto location = this->make_point(200, 50, ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.0065), 0, 1, -360, 360), ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.0065), 0, 1, -360, 360)); for (int i = 0; i < this->location_list.size(); i++) { auto distance = glm::distance(location, this->location_list[i]); if (distance < 50) { if (k == 0) { auto r = this->color_list[i].r + ofMap(distance, 0, 50, 0, 255); this->color_list[i].r = r < 255 ? r : 255; } else if(k == 1) { auto g = this->color_list[i].g + ofMap(distance, 0, 50, 0, 255); this->color_list[i].g = g < 255 ? g : 255; } else { auto b = this->color_list[i].b + ofMap(distance, 0, 50, 0, 255); this->color_list[i].b = b < 255 ? b : 255; } } else { if (k == 0) { auto r = this->color_list[i].r - 5; this->color_list[i].r = r > 0 ? r : 0; } else if (k == 1) { auto g = this->color_list[i].g - 5; this->color_list[i].g = g > 0 ? g : 0; } else { auto b = this->color_list[i].b - 5; this->color_list[i].b = b > 0 ? b : 0; } } } } int color_index = 0; for (auto 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)); vertices.push_back(this->make_point(R, r, u + u_span, v)); vertices.push_back(this->make_point(R, r, u + u_span, v + v_span)); vertices.push_back(this->make_point(R, r, u, v + v_span)); int index = this->face_mesh.getNumVertices(); this->face_mesh.addVertices(vertices); this->frame_mesh.addVertices(vertices); // Face Index this->face_mesh.addIndex(index + 0); this->face_mesh.addIndex(index + 1); this->face_mesh.addIndex(index + 2); this->face_mesh.addIndex(index + 0); this->face_mesh.addIndex(index + 2); this->face_mesh.addIndex(index + 3); // Frame Index this->frame_mesh.addIndex(index + 0); this->frame_mesh.addIndex(index + 1); this->frame_mesh.addIndex(index + 1); this->frame_mesh.addIndex(index + 2); this->frame_mesh.addIndex(index + 2); this->frame_mesh.addIndex(index + 3); this->frame_mesh.addIndex(index + 3); this->frame_mesh.addIndex(index + 0); this->face_mesh.addColor(this->color_list[color_index]); this->face_mesh.addColor(this->color_list[color_index]); this->face_mesh.addColor(this->color_list[color_index]); this->face_mesh.addColor(this->color_list[color_index]); color_index++; } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(ofGetFrameNum() * 0.6666666666666666); this->face_mesh.drawFaces(); 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()); } |