ofxMathMesh allows you to create ofMeshs form mathematical equations. You can create meshes from 3dFunctions, 2dFunctions, Parametric Surfaces and Parametric Curves
you can see a small demo here - https://vimeo.com/98150899
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Creates Meshes from 3d Functions, 2d Functions, Parametric Surfaces and Parametric Curves
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Auto Calculates Surface Normals
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Customize Colors and TexCoords on both Front and Back Sides
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Draw wireframe and point meshes with customized color.
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Control bounds and resolution of your mesh
you can subclass from anyone of these parents:
ofx3dFunction
- if your equation is of the form y = f(x,z)ofx2dFuntion
- if your equation is of the form y = f(x)ofxParametricSurface
- if your equation is of the form r = r(u,v)ofxParametrixCurve
- if your equation is of the form r = r(t)
For Example to create a Sphere(which is a parametric Surface) you do this:
class Sphere:public ofxParametricSurface
in order to customize your mesh you must override one or more of the following functions:
valueForPoint
- mandatorycolorForPoint
- optionaltexCoordForPoint
- optionalbackColorForPoint
- optionalbackTexCoordForPoint
- optional
For example to create a Sphere thats half red half blue you do this:
class Sphere:public ofxParametricSurface {
public:
ofPoint valueForPoint(float u, float v){
float x = cos(u) * sin(v);
float y = sin(u) * sin(v);
float z = cos(v);
return ofPoint(x,y,z);
}
ofFloatColor colorForPoint(float u,float v,ofPoint value){
if (u > M_PI && u < 2*M_PI - .0001) {
return ofFloatColor::blue;
}else{
return ofFloatColor::red;
}
}
};
setup
must be called in order to create a mesh. In setup
you specify the bounds and step of your equation. Lower step means higher resolutions.
For example to set up a full sphere you do this:
Sphere mySphere;
mySphere.setup(0, 2*M_PI, 0, M_PI, .1, .1);
here u goes form 0 to 2PI, v goes from 0 to PI, and uStep = .1, and vStep = .1. Note that if you want to change the bounds of the equation after setup,you cannot go outside the initial setup bounds.
to draw your equation you call either draw
, drawWireFrame
, or drawPoints
mySphere.draw(true, false);
mySphere.drawWireFrame(true);
mySphere.drawPoints(true);
The 1st argument specifies whether you over-rid colorForPoint
. The 2nd argument specifies whether you over-rid texCoordForPoint
. The results looks like this
whenever to you update your equation, colors, texcoords,or bounds.You want to call reload()
mySphere.reload()
this is useful for animation and live updates of your equation. If you are reloading constantly its a good idea to call this in the update()
function.
if you want to have different colors and textures on front and backside, you need to implement either backColorForPoint
or backTexCoordForPoint
. Then call the functions drawFrontFaces
and drawBackFaces
For example to draw a sphere that is red and blue on the front and green and yellow on the back, you would do this.
class Sphere:public ofxParametricSurface {
public:
ofPoint valueForPoint(float u, float v){
float x = cos(u)* sin(v);
float y = sin(u)* sin(v);
float z = cos(v);
return ofPoint(x,y,z);
}
ofFloatColor colorForPoint(float u,float v,ofPoint value){
if (u > M_PI && u < 2*M_PI - .0001) {
return ofFloatColor::blue;
}else{
return ofFloatColor::red;
}
}
ofFloatColor backColorForPoint(float u,float v,ofPoint value){
if (u > M_PI && u < 2*M_PI - .0001) {
return ofFloatColor::green;
}else{
return ofFloatColor::yellow;
}
}
};
mySphere.setUMax(1.5 *M_PI);
mySphere.reload();
mySphere.drawFrontFaces(true, false);
mySphere.drawBackFaces(true, false);
this is the resulting sphere. Draw part open(uMax set to 1.5PI)
You retrieve an ofMesh from your equation by calling getMesh()
or getBackMesh
// returns a mesh which with vertices,frontNormals,frontColors,and frontTexCoords
ofMesh myMesh = mySphere.getMesh();
// returns a mesh which with vertices,backNormals,backColors,and backTexCoords
ofMesh myBackMesh = mySphere.getBackMesh();
Normals are auto calculated using these formulas, if you want to draw the normals you can use the functions drawNormals(float length)
or drawFaceNormals(float length)
There are a lot more things you can do with this add-on so if you have any questions, you can ask me on the forum thread. Remember Have Fun!