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トーラス波なみ。
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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; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(25); ofSetWindowTitle("openframeworks"); ofBackground(239); ofEnableDepthTest(); 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 = 2; auto u_span = 3; int 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)); float noise_value, height; noise_value = ofNoise(glm::vec4(vertices[0] * 0.015, ofGetFrameNum() * 0.05)); height = noise_value < 0.5 ? 0 : ofMap(noise_value, 0.5, 1, 0, 50); vertices.push_back(this->make_point(R, r + height, u, v)); noise_value = ofNoise(glm::vec4(vertices[1] * 0.015, ofGetFrameNum() * 0.05)); height = noise_value < 0.5 ? 0 : ofMap(noise_value, 0.5, 1, 0, 50); vertices.push_back(this->make_point(R, r + height, u + u_span, v)); noise_value = ofNoise(glm::vec4(vertices[2] * 0.015, ofGetFrameNum() * 0.05)); height = noise_value < 0.5 ? 0 : ofMap(noise_value, 0.5, 1, 0, 50); vertices.push_back(this->make_point(R, r + height, u + u_span, v + v_span)); noise_value = ofNoise(glm::vec4(vertices[3] * 0.015, ofGetFrameNum() * 0.05)); height = noise_value < 0.5 ? 0 : ofMap(noise_value, 0.5, 1, 0, 50); vertices.push_back(this->make_point(R, r + height, 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); this->face_mesh.addIndex(index + 4); this->face_mesh.addIndex(index + 5); this->face_mesh.addIndex(index + 6); this->face_mesh.addIndex(index + 4); this->face_mesh.addIndex(index + 6); this->face_mesh.addIndex(index + 7); this->face_mesh.addIndex(index + 0); this->face_mesh.addIndex(index + 4); this->face_mesh.addIndex(index + 5); this->face_mesh.addIndex(index + 0); this->face_mesh.addIndex(index + 5); this->face_mesh.addIndex(index + 1); this->face_mesh.addIndex(index + 1); this->face_mesh.addIndex(index + 5); this->face_mesh.addIndex(index + 6); this->face_mesh.addIndex(index + 1); this->face_mesh.addIndex(index + 6); this->face_mesh.addIndex(index + 2); this->face_mesh.addIndex(index + 2); this->face_mesh.addIndex(index + 6); this->face_mesh.addIndex(index + 7); this->face_mesh.addIndex(index + 2); this->face_mesh.addIndex(index + 7); this->face_mesh.addIndex(index + 3); this->face_mesh.addIndex(index + 3); this->face_mesh.addIndex(index + 7); this->face_mesh.addIndex(index + 4); this->face_mesh.addIndex(index + 3); this->face_mesh.addIndex(index + 4); this->face_mesh.addIndex(index + 0); // 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->frame_mesh.addIndex(index + 4); this->frame_mesh.addIndex(index + 5); this->frame_mesh.addIndex(index + 5); this->frame_mesh.addIndex(index + 6); this->frame_mesh.addIndex(index + 6); this->frame_mesh.addIndex(index + 7); this->frame_mesh.addIndex(index + 7); this->frame_mesh.addIndex(index + 4); this->frame_mesh.addIndex(index + 0); this->frame_mesh.addIndex(index + 4); this->frame_mesh.addIndex(index + 1); this->frame_mesh.addIndex(index + 5); this->frame_mesh.addIndex(index + 2); this->frame_mesh.addIndex(index + 6); this->frame_mesh.addIndex(index + 3); this->frame_mesh.addIndex(index + 7); } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(ofGetFrameNum() * 1.44); ofSetColor(0); this->face_mesh.drawFaces(); ofSetColor(96); this->frame_mesh.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()); } |