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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 mesh; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(25); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetColor(39); ofSetLineWidth(1.5); ofEnableDepthTest(); this->mesh.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->mesh.clear(); auto R = 200; auto r = 125; auto v_span = 3; auto u_span = 3; int index = 0; for (auto v = 0; v < 360; v += v_span) { for (auto u = 0; u < 180; u += u_span) { vector<glm::vec3> vertices; vertices.push_back(this->make_point(R, ofMap(ofNoise(glm::vec4(this->make_point(R, r, u, v) * 0.0045, ofGetFrameNum() * 0.02)), 0, 1, 0, r), u, v)); vertices.push_back(this->make_point(R, ofMap(ofNoise(glm::vec4(this->make_point(R, r, u + u_span, v) * 0.0045, ofGetFrameNum() * 0.02)), 0, 1, 0, r), u + u_span, v)); vertices.push_back(this->make_point(R, ofMap(ofNoise(glm::vec4(this->make_point(R, r, u + u_span, v + v_span) * 0.0045, ofGetFrameNum() * 0.02)), 0, 1, 0, r), u + u_span, v + v_span)); vertices.push_back(this->make_point(R, ofMap(ofNoise(glm::vec4(this->make_point(R, r, u, v + v_span) * 0.0045, ofGetFrameNum() * 0.02)), 0, 1, 0, r), u, v + v_span)); for (auto& vertex : vertices) { vertex.z *= 0.25; } int index = this->mesh.getNumVertices(); this->mesh.addVertices(vertices); this->mesh.addIndex(index + 0); this->mesh.addIndex(index + 1); this->mesh.addIndex(index + 1); this->mesh.addIndex(index + 2); this->mesh.addIndex(index + 2); this->mesh.addIndex(index + 3); this->mesh.addIndex(index + 3); this->mesh.addIndex(index + 0); } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateZ(ofGetFrameNum() * 0.72); this->mesh.drawWireframe(); this->cam.end(); /* int start = 500; 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()); } |