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usuzumi satelliters.
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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) {}; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofSetLineWidth(2); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { ofTranslate(ofGetWidth() * 0.5, ofGetHeight() * 0.5); int number_of_satellite = 4; int number_of_log = 50; int location_radius = 230; ofColor color(39); for (int param = 0; param < 360; param += 120) { auto base_location = glm::vec3(location_radius * cos((ofGetFrameNum() + param + number_of_log) * DEG_TO_RAD), location_radius * sin((ofGetFrameNum() + param + number_of_log) * DEG_TO_RAD), 0); auto base_radius = 50; ofFill(); ofSetColor(color); ofDrawSphere(base_location, base_radius * 0.25); for (int i = 0; i < number_of_satellite; i++) { float noise_seed_x = ofRandom(1000); float noise_seed_y = ofRandom(1000); auto location = glm::vec3(ofRandom(-1, 1), ofRandom(-1, 1), ofRandom(-1, 1)); location = glm::normalize(location) * base_radius * 1.5; vector<glm::vec3> log_list; for (int k = 0; k < number_of_log; k++) { auto rotation_y = glm::rotate(glm::mat4(), ofMap(ofNoise(noise_seed_y, (ofGetFrameNum() + k) * 0.005), 0, 1, -PI * 2, PI * 2), glm::vec3(0, 1, 0)); auto rotation_x = glm::rotate(glm::mat4(), ofMap(ofNoise(noise_seed_x, (ofGetFrameNum() + k) * 0.005), 0, 1, -PI * 2, PI * 2), glm::vec3(1, 0, 0)); auto tmp_base_location = glm::vec3(location_radius * cos((ofGetFrameNum() + param + k) * DEG_TO_RAD), location_radius * sin((ofGetFrameNum() + param + k) * DEG_TO_RAD), 0); auto log_location = tmp_base_location + glm::vec4(location, 0) * rotation_y * rotation_x; log_list.push_back(log_location); } auto head_size = 8; ofMesh mesh; vector<glm::vec3> right, left; glm::vec3 last_location; float last_theta; for (int k = 0; k < log_list.size() - 1; k++) { auto location = log_list[k]; auto next = log_list[k + 1]; auto direction = next - location; auto theta = atan2(direction.y, direction.x); right.push_back(location + glm::vec3(ofMap(k, 0, log_list.size(), 0, head_size) * cos(theta + PI * 0.5), ofMap(k, 0, log_list.size(), 0, head_size) * sin(theta + PI * 0.5), 0)); left.push_back(location + glm::vec3(ofMap(k, 0, log_list.size(), 0, head_size) * cos(theta - PI * 0.5), ofMap(k, 0, log_list.size(), 0, head_size) * sin(theta - PI * 0.5), 0)); last_location = location; last_theta = theta; } for (int k = 0; k < right.size(); k++) { mesh.addVertex(left[k]); mesh.addVertex(right[k]); mesh.addColor(ofColor(color, ofMap(k, 0, log_list.size(), 0, 255))); mesh.addColor(ofColor(color, ofMap(k, 0, log_list.size(), 0, 255))); } for (int k = 0; k < mesh.getNumVertices() - 2; k += 2) { mesh.addIndex(k + 0); mesh.addIndex(k + 1); mesh.addIndex(k + 3); mesh.addIndex(k + 0); mesh.addIndex(k + 2); mesh.addIndex(k + 3); } mesh.addVertex(last_location); mesh.addColor(ofColor(color)); int index = mesh.getNumVertices(); for (auto theta = last_theta - PI * 0.5; theta <= last_theta + PI * 0.5; theta += PI / 20) { mesh.addVertex(last_location + glm::vec3(head_size * cos(theta), head_size * sin(theta), 0)); mesh.addColor(ofColor(color)); } for (int k = index; k < mesh.getNumVertices() - 1; k++) { mesh.addIndex(index); mesh.addIndex(k + 0); mesh.addIndex(k + 1); } mesh.draw(); } } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |