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トーラス・トライン。
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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; };  | 
					
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						#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(25); 	ofSetWindowTitle("openframeworks"); 	ofBackground(39); 	ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { 	ofSeedRandom(39); 	this->face.clear(); 	float phi_deg_step = 6; 	float theta_deg_step = 6; 	ofColor face_color; 	auto noise_seed_1 = glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000)); 	auto noise_seed_2 = glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000)); 	for (int i = 0; i < 50; i++) { 		float R = ofMap(i, 0, 50, 2, 25); 		float r = R * 0.25; 		face_color.setHsb(ofRandom(255), 180, 255); 		auto location = glm::vec3( 			ofMap(ofNoise(noise_seed_1.x, i * 0.04 + ofGetFrameNum() * 0.005), 0, 1, -300, 300), 			ofMap(ofNoise(noise_seed_1.y, i * 0.04 + ofGetFrameNum() * 0.005), 0, 1, -300, 300), 			ofMap(ofNoise(noise_seed_1.z, i * 0.04 + ofGetFrameNum() * 0.005), 0, 1, -300, 300) 		); 		for (float phi_deg = 0; phi_deg < 360; phi_deg += phi_deg_step) { 			for (float theta_deg = 0; theta_deg < 360; theta_deg += theta_deg_step) { 				auto index = this->face.getNumVertices(); 				vector<glm::vec3> vertices; 				vertices.push_back(glm::vec3(this->make_point(R, r, theta_deg - theta_deg_step * 0.5, phi_deg - phi_deg_step * 0.5))); 				vertices.push_back(glm::vec3(this->make_point(R, r, theta_deg + theta_deg_step * 0.5, phi_deg - phi_deg_step * 0.5))); 				vertices.push_back(glm::vec3(this->make_point(R, r, theta_deg - theta_deg_step * 0.5, phi_deg + phi_deg_step * 0.5))); 				vertices.push_back(glm::vec3(this->make_point(R, r, theta_deg + theta_deg_step * 0.5, phi_deg + phi_deg_step * 0.5))); 				for (auto& v : vertices) { 					auto rotation_x = glm::rotate(glm::mat4(), ofMap(ofNoise(glm::vec4(v * 0.001, noise_seed_2.x + i + 0.005 + ofGetFrameNum() * 0.01)), 0, 1, -180, 180) * (float)DEG_TO_RAD, glm::vec3(1, 0, 0)); 					auto rotation_y = glm::rotate(glm::mat4(), ofMap(ofNoise(glm::vec4(v * 0.001, noise_seed_2.y + i + 0.005 + ofGetFrameNum() * 0.01)), 0, 1, -180, 180) * (float)DEG_TO_RAD, glm::vec3(0, 1, 0)); 					auto rotation_z = glm::rotate(glm::mat4(), ofMap(ofNoise(glm::vec4(v * 0.001, noise_seed_2.z + i + 0.005 + ofGetFrameNum() * 0.01)), 0, 1, -180, 180) * (float)DEG_TO_RAD, glm::vec3(0, 0, 1)); 					v = glm::vec4(v, 0) * rotation_z * rotation_y * rotation_x; 					v += location; 				} 				this->face.addVertices(vertices); 				this->face.addColor(face_color); 				this->face.addColor(face_color); 				this->face.addColor(face_color); 				this->face.addColor(face_color); 				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); 			} 		} 	} } //-------------------------------------------------------------- void ofApp::draw() { 	this->cam.begin(); 	ofRotateY(ofGetFrameNum() * 1.44); 	this->face.draw(); 	this->cam.end(); 	/* 	int start = 15; 	if (ofGetFrameNum() > start) { 		ostringstream os; 		os << setw(4) << setfill('0') << ofGetFrameNum() - start; 		ofImage image; 		image.grabScreen(0, 0, ofGetWidth(), ofGetHeight()); 		image.saveImage("image/cap/img_" + os.str() + ".jpg"); 		if (ofGetFrameNum() - start >= 25 * 20) { 			std::exit(1); 		} 	} 	*/ } //-------------------------------------------------------------- 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()); }  | 
					
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https://github.com/junkiyoshi/Insta20250223