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Coloring random walk on the sphere.
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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<ofMeshFace> triangle_list; vector<glm::vec3> location_list; vector<int> index_list; vector<ofColor> index_color_list; vector<int> param_list; vector<ofColor> param_color_list; vector<vector<int>> route_info_list; vector<ofColor> base_color_list; ofMesh mesh, frame; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetLineWidth(3); ofEnableDepthTest(); ofColor color; vector<int> hex_list = { 0x247BA0, 0x70C1B3, 0xB2DBBF, 0xF3FFBD, 0xFF1654 }; for (auto hex : hex_list) { color.setHex(hex); this->base_color_list.push_back(color); } auto ico_sphere = ofIcoSpherePrimitive(250, 4); this->triangle_list = ico_sphere.getMesh().getUniqueFaces(); for (auto& triangle : this->triangle_list) { glm::vec3 avg = (triangle.getVertex(0) + triangle.getVertex(1) + triangle.getVertex(2)) / 3; this->location_list.push_back(avg); this->param_list.push_back(0); this->param_color_list.push_back(ofColor(239)); } int span = 13; for (auto& location : this->location_list) { vector<int> route_info = vector<int>(); int index = -1; for (auto& other : this->location_list) { index++; if (location == other) { continue; } float distance = glm::distance(location, other); if (distance <= span) { route_info.push_back(index); } } this->route_info_list.push_back(route_info); } for (int i = 0; i < 150; i++) { this->index_list.push_back((int)ofRandom(this->location_list.size())); this->index_color_list.push_back(this->base_color_list[ofRandom(this->base_color_list.size())]); } } //-------------------------------------------------------------- void ofApp::update() { this->mesh.clear(); this->frame.clear(); for (int i = 0; i < this->index_list.size(); i++) { int next_index = this->route_info_list[this->index_list[i]][(int)ofRandom(this->route_info_list[this->index_list[i]].size())]; for (int k = 0; k < this->route_info_list[this->index_list[i]].size(); k++) { if (this->param_list[next_index] <= 0) { this->param_list[next_index] = 30; this->param_color_list[next_index] = this->index_color_list[i]; this->index_list[i] = next_index; break; } } } for (int i = 0; i < this->location_list.size(); i++) { if (this->param_list[i] > 0) { int index = this->mesh.getNumVertices(); this->mesh.addVertex(this->triangle_list[i].getVertex(0)); this->mesh.addVertex(this->triangle_list[i].getVertex(1)); this->mesh.addVertex(this->triangle_list[i].getVertex(2)); this->frame.addVertex(this->triangle_list[i].getVertex(0)); this->frame.addVertex(this->triangle_list[i].getVertex(1)); this->frame.addVertex(this->triangle_list[i].getVertex(2)); this->mesh.addColor(this->param_color_list[i]); this->mesh.addColor(this->param_color_list[i]); this->mesh.addColor(this->param_color_list[i]); this->frame.addColor(ofColor(39)); this->frame.addColor(ofColor(39)); this->frame.addColor(ofColor(39)); this->mesh.addTriangle(index + 0, index + 1, index + 2); this->frame.addTriangle(index + 0, index + 1, index + 2); } if (this->param_list[i] > 0) { this->param_list[i] -= 1; } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(ofGetFrameNum() * 0.5); this->mesh.drawFaces(); this->frame.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |