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Y軸回転。
Y-axis rotation.
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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; 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() { ofSeedRandom(39); this->face.clear(); this->frame.clear(); int deg_param = 15; int radius_span = 1; float noise_seed = ofRandom(1000); for (int deg_location = 0; deg_location < 360; deg_location += 90) { int start_index = this->frame.getNumVertices(); for (int radius = 10; radius < 150; radius += radius_span) { int next_radius = radius + radius_span; int index = this->face.getNumVertices(); float angle_y = ofMap(ofNoise(noise_seed, radius * 0.005 + ofGetFrameNum() * 0.008), 0, 1, PI * -1.5, PI * 1.5); auto rotation_y = glm::rotate(glm::mat4(), angle_y, glm::vec3(0, 1, 0)); float next_angle_y = ofMap(ofNoise(noise_seed, next_radius * 0.005 + ofGetFrameNum() * 0.008), 0, 1, PI * -1.5, PI * 1.5); auto next_rotation_y = glm::rotate(glm::mat4(), next_angle_y, glm::vec3(0, 1, 0)); vector<glm::vec3> vertices; vertices.push_back(glm::vec4(radius * cos((deg_location + deg_param) * DEG_TO_RAD), radius * sin((deg_location + deg_param) * DEG_TO_RAD), 0, 0) * rotation_y); vertices.push_back(glm::vec4(radius * cos((deg_location - deg_param) * DEG_TO_RAD), radius * sin((deg_location - deg_param) * DEG_TO_RAD), 0, 0) * rotation_y); vertices.push_back(glm::vec4(next_radius * cos((deg_location - deg_param) * DEG_TO_RAD), next_radius * sin((deg_location - deg_param) * DEG_TO_RAD), 0, 0) * next_rotation_y); vertices.push_back(glm::vec4(next_radius * cos((deg_location + deg_param) * DEG_TO_RAD), next_radius * sin((deg_location + deg_param) * DEG_TO_RAD), 0, 0) * next_rotation_y); this->face.addVertices(vertices); this->frame.addVertices(vertices); this->face.addIndex(index + 0); this->face.addIndex(index + 1); this->face.addIndex(index + 2); this->face.addIndex(index + 0); this->face.addIndex(index + 2); this->face.addIndex(index + 3); this->frame.addIndex(index + 0); this->frame.addIndex(index + 3); this->frame.addIndex(index + 1); this->frame.addIndex(index + 2); } this->frame.addIndex(start_index + 0); this->frame.addIndex(start_index + 1); this->frame.addIndex(this->frame.getNumVertices() - 1); this->frame.addIndex(this->frame.getNumVertices() - 2); } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofSetColor(39); this->face.draw(); ofDrawSphere(5); ofSetColor(239); this->frame.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |