[ Video ]
[ About ]
回転板。
Revolving board.
[ Source ]
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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 height, float width, float depth); ofEasyCam cam; ofMesh face, frame; float noise_param; }; |
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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 depth = 10; for (int x = -300; x <= 300; x += 60) { for (int y = -300; y <= 300; y += 60) { this->setBoxToMesh(this->face, this->frame, glm::vec3(x, y, 0), 60, 60, depth); } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofSetColor(239); this->face.draw(); ofSetColor(39); this->frame.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- void ofApp::setBoxToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float height, float width, float depth) { auto noise_value = glm::vec2(ofNoise(location.x * 0.002 + 300, ofGetFrameNum() * 0.004), ofNoise(location.y * 0.002 + 300, ofGetFrameNum() * 0.004)); float angle_x = 0; if (noise_value.x > 0.3 && noise_value.x < 0.5) { angle_x = ofMap(noise_value.x, 0.3, 0.5, PI, 0); } if (noise_value.x > 0.5 && noise_value.x < 0.7) { angle_x = ofMap(noise_value.x, 0.5, 0.7, 0, PI); } float angle_y = 0; if (noise_value.y > 0.3 && noise_value.y < 0.5) { angle_y = ofMap(noise_value.y, 0.3, 0.5, PI, 0); } if (noise_value.y > 0.5 && noise_value.y < 0.7) { angle_y = ofMap(noise_value.y, 0.5, 0.7, 0, 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)); int index = face_target.getVertices().size(); face_target.addVertex(location + glm::vec4(width * -0.5 * 0.99, height * 0.5 * 0.99, depth * -0.5 * 0.99, 0) * rotation_y * rotation_x); face_target.addVertex(location + glm::vec4(width * 0.5 * 0.99, height * 0.5 * 0.99, depth * -0.5 * 0.99, 0) * rotation_y * rotation_x); face_target.addVertex(location + glm::vec4(width * 0.5 * 0.99, height * 0.5 * 0.99, depth * 0.5 * 0.99, 0) * rotation_y * rotation_x); face_target.addVertex(location + glm::vec4(width * -0.5 * 0.99, height * 0.5 * 0.99, depth * 0.5 * 0.99, 0) * rotation_y * rotation_x); face_target.addVertex(location + glm::vec4(width * -0.5 * 0.99, height * -0.5 * 0.99, depth * -0.5 * 0.99, 0) * rotation_y * rotation_x); face_target.addVertex(location + glm::vec4(width * 0.5 * 0.99, height * -0.5 * 0.99, depth * -0.5 * 0.99, 0) * rotation_y * rotation_x); face_target.addVertex(location + glm::vec4(width * 0.5 * 0.99, height * -0.5 * 0.99, depth * 0.5 * 0.99, 0) * rotation_y * rotation_x); face_target.addVertex(location + glm::vec4(width * -0.5 * 0.99, height * -0.5 * 0.99, depth * 0.5 * 0.99, 0) * rotation_y * rotation_x); 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::vec4(width * -0.5, height * 0.5, depth * -0.5, 0) * rotation_y * rotation_x); frame_target.addVertex(location + glm::vec4(width * 0.5, height * 0.5, depth * -0.5, 0) * rotation_y * rotation_x); frame_target.addVertex(location + glm::vec4(width * 0.5, height * 0.5, depth * 0.5, 0) * rotation_y * rotation_x); frame_target.addVertex(location + glm::vec4(width * -0.5, height * 0.5, depth * 0.5, 0) * rotation_y * rotation_x); frame_target.addVertex(location + glm::vec4(width * -0.5, height * -0.5, depth * -0.5, 0) * rotation_y * rotation_x); frame_target.addVertex(location + glm::vec4(width * 0.5, height * -0.5, depth * -0.5, 0) * rotation_y * rotation_x); frame_target.addVertex(location + glm::vec4(width * 0.5, height * -0.5, depth * 0.5, 0) * rotation_y * rotation_x); frame_target.addVertex(location + glm::vec4(width * -0.5, height * -0.5, depth * 0.5, 0) * rotation_y * rotation_x); 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); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |