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トーラス・トンネル。
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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; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(39); ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateZ(ofGetFrameNum() * 0.5); int R = 235; int r = 60; int v_span = 3; int u_span = 10; ofMesh face, line; line.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); ofColor face_color = ofColor(0); ofColor line_color = ofColor(255, 255, 0); for (int v = 0; v < 360; v += v_span) { for (int u = 0; u < 360; u += u_span) { auto noise_value = ofNoise(glm::vec4(this->make_point(R, 10, u, v) * 0.085, ofGetFrameNum() * 0.005)); auto param = noise_value > 0.5 ? noise_value < 0.63 ? ofMap(noise_value, 0.5, 0.63, 1, 0) : 0 : 1; auto v_size = v_span * param; auto u_size = u_span * param; face.addVertex(this->make_point(R, r, u - u_size * 0.5, v - v_size * 0.5)); face.addVertex(this->make_point(R, r, u + u_size * 0.5, v - v_size * 0.5)); face.addVertex(this->make_point(R, r, u + u_size * 0.5, v + v_size * 0.5)); face.addVertex(this->make_point(R, r, u - u_size * 0.5, v + v_size * 0.5)); line.addVertex(this->make_point(R, r, u - u_size * 0.5, v - v_size * 0.5)); line.addVertex(this->make_point(R, r, u + u_size * 0.5, v - v_size * 0.5)); line.addVertex(this->make_point(R, r, u + u_size * 0.5, v + v_size * 0.5)); line.addVertex(this->make_point(R, r, u - u_size * 0.5, v + v_size * 0.5)); face.addColor(face_color); face.addColor(face_color); face.addColor(face_color); face.addColor(face_color); face.addIndex(face.getNumVertices() - 1); face.addIndex(face.getNumVertices() - 2); face.addIndex(face.getNumVertices() - 3); face.addIndex(face.getNumVertices() - 1); face.addIndex(face.getNumVertices() - 3); face.addIndex(face.getNumVertices() - 4); line.addColor(line_color); line.addColor(line_color); line.addColor(line_color); line.addColor(line_color); auto noise_value_1 = ofNoise(glm::vec4(this->make_point(R, 10, u - u_span, v) * 0.085, ofGetFrameNum() * 0.005)); auto noise_value_2 = ofNoise(glm::vec4(this->make_point(R, 10, u, v + v_span) * 0.085, ofGetFrameNum() * 0.005)); auto noise_value_3 = ofNoise(glm::vec4(this->make_point(R, 10, u, v - v_span) * 0.085, ofGetFrameNum() * 0.005)); auto noise_value_4 = ofNoise(glm::vec4(this->make_point(R, 10, u + u_span, v) * 0.085, ofGetFrameNum() * 0.005)); auto param_1 = noise_value_1 > 0.5 ? noise_value_1 < 0.63 ? ofMap(noise_value_1, 0.5, 0.63, 1, 0) : 0 : 1; auto param_2 = noise_value_2 > 0.5 ? noise_value_2 < 0.63 ? ofMap(noise_value_2, 0.5, 0.63, 1, 0) : 0 : 1; auto param_3 = noise_value_3 > 0.5 ? noise_value_3 < 0.63 ? ofMap(noise_value_3, 0.5, 0.63, 1, 0) : 0 : 1; auto param_4 = noise_value_4 > 0.5 ? noise_value_4 < 0.63 ? ofMap(noise_value_3, 0.5, 0.63, 1, 0) : 0 : 1; if (param_1 < 1 || param < 1) { line.addIndex(line.getNumVertices() - 1); line.addIndex(line.getNumVertices() - 4); } if (param_2 < 1 || param < 1) { line.addIndex(line.getNumVertices() - 1); line.addIndex(line.getNumVertices() - 2); } if (param_3 < 1 || param < 1) { line.addIndex(line.getNumVertices() - 3); line.addIndex(line.getNumVertices() - 4); } if (param_4 < 1 || param < 1) { line.addIndex(line.getNumVertices() - 2); line.addIndex(line.getNumVertices() - 3); } } } face.drawFaces(); line.drawWireframe(); 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()); } |