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昨日に引き続き「数学デッサン教室 描いて楽しむ数学のかたち」から数式を引用しました。対の球体が小径を回転します。
Pair sphere rotating on coordinate on torus.
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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(239); ofSetLineWidth(3); ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofColor color; for (int v = 0; v < 360; v += 10) { vector<glm::vec3> vertices_1; vector<glm::vec3> vertices_2; int u_start = v * 3 + ofGetFrameNum() * 2; color.setHsb(ofMap(v, 0, 360, 0, 255), 255, 230); ofSetColor(color); ofFill(); ofDrawSphere(this->make_point(250, 50, (u_start) * DEG_TO_RAD, v * DEG_TO_RAD), 10); ofDrawSphere(this->make_point(250, 50, (u_start + 180) * DEG_TO_RAD, v * DEG_TO_RAD), 10); for (int u = u_start + 20; u <= u_start + 150; u += 10) { vertices_1.push_back(this->make_point(250, 50, u * DEG_TO_RAD, v * DEG_TO_RAD)); vertices_2.push_back(this->make_point(250, 50, (u + 180) * DEG_TO_RAD, v * DEG_TO_RAD)); } ofNoFill(); ofBeginShape(); ofVertices(vertices_1); ofEndShape(); ofBeginShape(); ofVertices(vertices_2); ofEndShape(); } 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 float x = (R + r * cos(u)) * cos(v); float y = (R + r * cos(u)) * sin(v); float z = r * sin(u); return glm::vec3(x, y, z); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |