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ノイズ穴があいた板。
Plate with noise hole.
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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::vec2 make_point(int len, int param); ofEasyCam cam; ofMesh face, frame; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofSetColor(39); ofEnableDepthTest(); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { this->face.clear(); this->frame.clear(); int len = 500; int depth = 50; int base_radius = 200; for (int z = -250; z <= 250; z += 125) { for (int param = 0; param < 100; param++) { auto face_index = this->face.getNumVertices(); auto frame_index = this->frame.getNumVertices(); auto deg = param * 3.6 - 135; auto next_deg = (param + 1) * 3.6 - 135; int radius = ofMap(ofNoise(glm::vec4(base_radius * cos(deg * DEG_TO_RAD) * 0.005, base_radius * sin(deg * DEG_TO_RAD) * 0.005, z * 0.01, ofGetFrameNum() * 0.02)), 0, 1, base_radius - 30, base_radius + 30); int next_radius = ofMap(ofNoise(glm::vec4(base_radius * cos(next_deg * DEG_TO_RAD) * 0.005, base_radius * sin(next_deg * DEG_TO_RAD) * 0.005, z * 0.01, ofGetFrameNum() * 0.02)), 0, 1, base_radius - 30, base_radius + 30); vector<glm::vec3> vertices; vertices.push_back(glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), z - depth * 0.5)); vertices.push_back(glm::vec3(this->make_point(len, param), z - depth * 0.5)); vertices.push_back(glm::vec3(this->make_point(len, param + 1), z - depth * 0.5)); vertices.push_back(glm::vec3(next_radius * cos(next_deg * DEG_TO_RAD), next_radius * sin(next_deg * DEG_TO_RAD), z - depth * 0.5)); vertices.push_back(glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), z + depth * 0.5)); vertices.push_back(glm::vec3(this->make_point(len, param), z + depth * 0.5)); vertices.push_back(glm::vec3(this->make_point(len, param + 1), z + depth * 0.5)); vertices.push_back(glm::vec3(next_radius * cos(next_deg * DEG_TO_RAD), next_radius * sin(next_deg * DEG_TO_RAD), z + depth * 0.5)); this->face.addVertices(vertices); this->frame.addVertices(vertices); this->face.addIndex(face_index + 0); this->face.addIndex(face_index + 1); this->face.addIndex(face_index + 2); this->face.addIndex(face_index + 0); this->face.addIndex(face_index + 2); this->face.addIndex(face_index + 3); this->face.addIndex(face_index + 4); this->face.addIndex(face_index + 5); this->face.addIndex(face_index + 6); this->face.addIndex(face_index + 4); this->face.addIndex(face_index + 6); this->face.addIndex(face_index + 7); this->face.addIndex(face_index + 0); this->face.addIndex(face_index + 3); this->face.addIndex(face_index + 7); this->face.addIndex(face_index + 0); this->face.addIndex(face_index + 7); this->face.addIndex(face_index + 4); this->face.addIndex(face_index + 1); this->face.addIndex(face_index + 5); this->face.addIndex(face_index + 6); this->face.addIndex(face_index + 1); this->face.addIndex(face_index + 6); this->face.addIndex(face_index + 2); this->frame.addIndex(frame_index + 0); this->frame.addIndex(frame_index + 3); this->frame.addIndex(frame_index + 4); this->frame.addIndex(frame_index + 7); this->frame.addIndex(frame_index + 1); this->frame.addIndex(frame_index + 2); this->frame.addIndex(frame_index + 5); this->frame.addIndex(frame_index + 6); } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(ofGetFrameNum() * 0.5); ofSetColor(39); this->face.draw(); ofSetColor(239); this->frame.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- glm::vec2 ofApp::make_point(int len, int param) { param = param % 100; if (param < 25) { return glm::vec2(ofMap(param, 0, 25, -len * 0.5, len * 0.5), -len * 0.5); } else if (param < 50) { return glm::vec2(len * 0.5, ofMap(param, 25, 50, -len * 0.5, len * 0.5)); } else if (param < 75) { return glm::vec2(ofMap(param, 50, 75, len * 0.5, -len * 0.5), len * 0.5); } else { return glm::vec2(-len * 0.5, ofMap(param, 75, 100, len * 0.5, -len * 0.5)); } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |