ofxMathMesh
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an openframeworks addon to create meshes from mathematical equations
ofxMathMesh
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
Features
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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
How to Use
Step 1 - create a subclass
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
Step 2 - override
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;
}
}
};
Step 4 - call setup
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.
Step 5 - call draw
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



Step 6 - reloading
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.
Step 7 - drawing two sided
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)

step 8 - getting an ofMesh
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();
step 9 - normals
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)
Extras
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!