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パーリンノイズによる隙間。
Gap by perlin noise.
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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) {}; 	void setBoxToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float size, ofColor face_color, ofColor frame_color); 	void setBoxToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float height, float width, float depth, ofColor face_color, ofColor frame_color); 	ofEasyCam cam; 	ofMesh face, frame; };  | 
					
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						#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(60); 	ofSetWindowTitle("openFrameworks"); 	ofBackground(239); 	ofEnableDepthTest(); 	this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { 	this->face.clear(); 	this->frame.clear(); 	auto span = 15; 	ofColor color; 	for (int x = -300; x <= 300; x += span) { 		for (int y = -450; y <= 450; y += span) { 			for (int z = 0; z >= -150; z -= span) { 				auto noise_value = ofNoise(x * 0.005, y * 0.005, z * 0.005, ofGetFrameNum() * 0.01); 				z > span * -3 ? color.setHsb(ofMap(z, 0, -150, 128, 230), ofMap(z, 0, span * -3, 0, 255), 255) : color.setHsb(ofMap(z, 0, -150, 128, 230), 180, 255); 				if (noise_value > ofMap(z, 0, -150, 0.45, 0.1)) { 					this->setBoxToMesh(this->face, this->frame, glm::vec3(x, y, z), span, color, ofColor(239)); 				} 			} 		} 	} } //-------------------------------------------------------------- void ofApp::draw() { 	this->cam.begin(); 	this->face.draw(); 	this->frame.drawWireframe(); 	this->cam.end(); } //-------------------------------------------------------------- void ofApp::setBoxToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float size, ofColor face_color, ofColor frame_color) { 	this->setBoxToMesh(face_target, frame_target, location, size, size, size, face_color, frame_color); } //-------------------------------------------------------------- void ofApp::setBoxToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float height, float width, float depth, ofColor face_color, ofColor frame_color) { 	int index = face_target.getVertices().size(); 	face_target.addVertex(location + glm::vec3(width * -0.5 * 0.99, height * 0.5 * 0.99, depth * -0.5 * 0.99)); 	face_target.addVertex(location + glm::vec3(width * 0.5 * 0.99, height * 0.5 * 0.99, depth * -0.5 * 0.99)); 	face_target.addVertex(location + glm::vec3(width * 0.5 * 0.99, height * 0.5 * 0.99, depth * 0.5 * 0.99)); 	face_target.addVertex(location + glm::vec3(width * -0.5 * 0.99, height * 0.5 * 0.99, depth * 0.5 * 0.99)); 	face_target.addVertex(location + glm::vec3(width * -0.5 * 0.99, height * -0.5 * 0.99, depth * -0.5 * 0.99)); 	face_target.addVertex(location + glm::vec3(width * 0.5 * 0.99, height * -0.5 * 0.99, depth * -0.5 * 0.99)); 	face_target.addVertex(location + glm::vec3(width * 0.5 * 0.99, height * -0.5 * 0.99, depth * 0.5 * 0.99)); 	face_target.addVertex(location + glm::vec3(width * -0.5 * 0.99, height * -0.5 * 0.99, depth * 0.5 * 0.99)); 	face_target.addIndex(index + 0); face_target.addIndex(index + 1); face_target.addIndex(index + 2); 	face_target.addIndex(index + 0); face_target.addIndex(index + 2); face_target.addIndex(index + 3); 	face_target.addIndex(index + 4); face_target.addIndex(index + 5); face_target.addIndex(index + 6); 	face_target.addIndex(index + 4); face_target.addIndex(index + 6); face_target.addIndex(index + 7); 	face_target.addIndex(index + 0); face_target.addIndex(index + 4); face_target.addIndex(index + 1); 	face_target.addIndex(index + 4); face_target.addIndex(index + 5); face_target.addIndex(index + 1); 	face_target.addIndex(index + 1); face_target.addIndex(index + 5); face_target.addIndex(index + 6); 	face_target.addIndex(index + 6); face_target.addIndex(index + 2); face_target.addIndex(index + 1); 	face_target.addIndex(index + 2); face_target.addIndex(index + 6); face_target.addIndex(index + 7); 	face_target.addIndex(index + 7); face_target.addIndex(index + 3); face_target.addIndex(index + 2); 	face_target.addIndex(index + 3); face_target.addIndex(index + 7); face_target.addIndex(index + 4); 	face_target.addIndex(index + 4); face_target.addIndex(index + 0); face_target.addIndex(index + 3); 	frame_target.addVertex(location + glm::vec3(width * -0.5, height * 0.5, depth * -0.5)); 	frame_target.addVertex(location + glm::vec3(width * 0.5, height * 0.5, depth * -0.5)); 	frame_target.addVertex(location + glm::vec3(width * 0.5, height * 0.5, depth * 0.5)); 	frame_target.addVertex(location + glm::vec3(width * -0.5, height * 0.5, depth * 0.5)); 	frame_target.addVertex(location + glm::vec3(width * -0.5, height * -0.5, depth * -0.5)); 	frame_target.addVertex(location + glm::vec3(width * 0.5, height * -0.5, depth * -0.5)); 	frame_target.addVertex(location + glm::vec3(width * 0.5, height * -0.5, depth * 0.5)); 	frame_target.addVertex(location + glm::vec3(width * -0.5, height * -0.5, depth * 0.5)); 	frame_target.addIndex(index + 0); frame_target.addIndex(index + 1); 	frame_target.addIndex(index + 1); frame_target.addIndex(index + 2); 	frame_target.addIndex(index + 2); frame_target.addIndex(index + 3); 	frame_target.addIndex(index + 3); frame_target.addIndex(index + 0); 	frame_target.addIndex(index + 4); frame_target.addIndex(index + 5); 	frame_target.addIndex(index + 5); frame_target.addIndex(index + 6); 	frame_target.addIndex(index + 6); frame_target.addIndex(index + 7); 	frame_target.addIndex(index + 7); frame_target.addIndex(index + 4); 	frame_target.addIndex(index + 0); frame_target.addIndex(index + 4); 	frame_target.addIndex(index + 1); frame_target.addIndex(index + 5); 	frame_target.addIndex(index + 2); frame_target.addIndex(index + 6); 	frame_target.addIndex(index + 3); frame_target.addIndex(index + 7); 	for (int i = 0; i < 8; i++) { 		this->face.addColor(face_color); 		this->frame.addColor(frame_color); 	} } //-------------------------------------------------------------- int main() { 	ofSetupOpenGL(720, 720, OF_WINDOW); 	ofRunApp(new ofApp()); }  |