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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) {}; ofEasyCam cam; vector<vector<glm::vec3>> location_list; vector<glm::vec3> direction_list; vector<glm::vec3> noise_seed_list; vector<ofColor> color_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofSetLineWidth(2); ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { if (ofGetFrameNum() % 8 == 0) { vector<glm::vec3> tmp; tmp.push_back(glm::vec3()); this->location_list.push_back(tmp); auto direction = glm::vec3(ofRandom(-1, 1), ofRandom(-1, 1), ofRandom(-1, 1)); direction = glm::normalize(direction) * 5; this->direction_list.push_back(direction); this->noise_seed_list.push_back(glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000))); this->color_list.push_back(ofColor(39)); } for (int i = this->location_list.size() - 1; i > -1; i--) { auto angle_x = ofMap(ofNoise(this->noise_seed_list[i].x, ofGetFrameNum() * 0.01), 0, 1, -PI, PI); auto angle_y = ofMap(ofNoise(this->noise_seed_list[i].y, ofGetFrameNum() * 0.01), 0, 1, -PI, PI); auto angle_z = ofMap(ofNoise(this->noise_seed_list[i].z, ofGetFrameNum() * 0.01), 0, 1, -PI, PI); auto rotation_x = glm::rotate(glm::mat4(), angle_x, glm::vec3(1, 0, 0)); auto rotation_y = glm::rotate(glm::mat4(), angle_y, glm::vec3(0, 1, 0)); auto rotation_z = glm::rotate(glm::mat4(), angle_z, glm::vec3(0, 0, 1)); glm::vec3 tmp_direction = glm::vec4(this->direction_list[i], 0) * rotation_z * rotation_y * rotation_x; this->location_list[i].push_back(this->location_list[i].back() + tmp_direction); auto len = glm::length(this->location_list[i].back()); this->color_list[i] = len < 200 ? 39 : ofMap(len, 200, 300, 39, 239); if (glm::length(this->location_list[i].back()) > 300) { this->location_list.erase(this->location_list.begin() + i); this->direction_list.erase(this->direction_list.begin() + i); this->noise_seed_list.erase(this->noise_seed_list.begin() + i); this->color_list.erase(this->color_list.begin() + i); } while (this->location_list[i].size() > 30) { this->location_list[i].erase(this->location_list[i].begin()); } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(ofGetFrameNum() * 0.5); for (int i = 0; i < this->location_list.size(); i++) { ofSetColor(this->color_list[i]); ofNoFill(); ofBeginShape(); ofVertices(this->location_list[i]); ofEndShape(); ofFill(); ofDrawSphere(this->location_list[i].back(), 3); } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |