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波のトンネルみたいにしたくて、失敗した産物。
A product of a failed attempt to make it look like a wave tunnel.
[ 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) {}; ofEasyCam cam; ofMesh face, frame; }; |
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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() { ofSeedRandom(39); this->face.clear(); this->frame.clear(); int radius = 300; int theta = 90; for (int z = -300; z <= 300; z += 20) { auto noise_value = ofNoise(z * 0.0025, ofGetFrameNum() * 0.01); auto phi_len = ofMap(noise_value, 0, 1, -180, 360 * 1.52); if (phi_len > 360) { phi_len = 360; } if (phi_len < 3) { phi_len = 3; } for (int phi = 0; phi < phi_len; phi += 3) { auto index = this->face.getNumVertices(); vector<glm::vec3> vertices; vertices.push_back(glm::vec3( radius * cos(phi * DEG_TO_RAD) * sin((theta + 1) * DEG_TO_RAD), radius * sin(phi * DEG_TO_RAD) * sin((theta + 1) * DEG_TO_RAD), radius * cos((theta + 1) * DEG_TO_RAD) )); vertices.push_back(glm::vec3( radius * cos((phi + 3) * DEG_TO_RAD) * sin((theta + 1) * DEG_TO_RAD), radius * sin((phi + 3) * DEG_TO_RAD) * sin((theta + 1) * DEG_TO_RAD), radius * cos((theta + 1) * DEG_TO_RAD) )); vertices.push_back(glm::vec3( radius * cos((phi + 3) * DEG_TO_RAD) * sin((theta - 1) * DEG_TO_RAD), radius * sin((phi + 3) * DEG_TO_RAD) * sin((theta - 1) * DEG_TO_RAD), radius * cos((theta - 1) * DEG_TO_RAD) )); vertices.push_back(glm::vec3( radius * cos(phi * DEG_TO_RAD) * sin((theta - 1) * DEG_TO_RAD), radius * sin(phi * DEG_TO_RAD) * sin((theta - 1) * DEG_TO_RAD), radius * cos((theta - 1) * DEG_TO_RAD) )); vertices.push_back(glm::vec3( (radius - 30) * cos(phi * DEG_TO_RAD) * sin((theta + 1) * DEG_TO_RAD), (radius - 30) * sin(phi * DEG_TO_RAD) * sin((theta + 1) * DEG_TO_RAD), radius * cos((theta + 1) * DEG_TO_RAD) )); vertices.push_back(glm::vec3( (radius - 30) * cos((phi + 3) * DEG_TO_RAD) * sin((theta + 1) * DEG_TO_RAD), (radius - 30) * sin((phi + 3) * DEG_TO_RAD) * sin((theta + 1) * DEG_TO_RAD), radius * cos((theta + 1) * DEG_TO_RAD) )); vertices.push_back(glm::vec3( (radius - 30) * cos((phi + 3) * DEG_TO_RAD) * sin((theta - 1) * DEG_TO_RAD), (radius - 30) * sin((phi + 3) * DEG_TO_RAD) * sin((theta - 1) * DEG_TO_RAD), radius * cos((theta - 1) * DEG_TO_RAD) )); vertices.push_back(glm::vec3( (radius - 30) * cos(phi * DEG_TO_RAD) * sin((theta - 1) * DEG_TO_RAD), (radius - 30) * sin(phi * DEG_TO_RAD) * sin((theta - 1) * DEG_TO_RAD), radius * cos((theta - 1) * DEG_TO_RAD) )); for (auto& vertex : vertices) { vertex += glm::vec3(0, 0, z); } auto frame_index = this->frame.getNumVertices(); 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->face.addIndex(index + 4); this->face.addIndex(index + 5); this->face.addIndex(index + 6); this->face.addIndex(index + 4); this->face.addIndex(index + 6); this->face.addIndex(index + 7); this->face.addIndex(index + 0); this->face.addIndex(index + 4); this->face.addIndex(index + 5); this->face.addIndex(index + 0); this->face.addIndex(index + 5); this->face.addIndex(index + 1); this->face.addIndex(index + 2); this->face.addIndex(index + 6); this->face.addIndex(index + 7); this->face.addIndex(index + 2); this->face.addIndex(index + 7); this->face.addIndex(index + 3); this->frame.addIndex(index + 0); this->frame.addIndex(index + 1); this->frame.addIndex(index + 2); this->frame.addIndex(index + 3); this->frame.addIndex(index + 4); this->frame.addIndex(index + 5); this->frame.addIndex(index + 6); this->frame.addIndex(index + 7); for (int i = 0; i < vertices.size(); i++) { this->face.addColor(ofColor(39)); this->frame.addColor(ofColor(239)); } if (phi == 0 && phi_len < 360) { this->frame.addIndex(frame_index + 0); this->frame.addIndex(frame_index + 3); this->frame.addIndex(frame_index + 0); this->frame.addIndex(frame_index + 4); this->frame.addIndex(frame_index + 7); this->frame.addIndex(frame_index + 3); this->frame.addIndex(frame_index + 7); this->frame.addIndex(frame_index + 4); } } if (phi_len < 360) { auto frame_index = this->frame.getNumVertices() - 8; this->frame.addIndex(frame_index + 1); this->frame.addIndex(frame_index + 2); this->frame.addIndex(frame_index + 1); this->frame.addIndex(frame_index + 5); this->frame.addIndex(frame_index + 6); this->frame.addIndex(frame_index + 2); this->frame.addIndex(frame_index + 6); this->frame.addIndex(frame_index + 5); } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateX(180); ofRotateY(90); this->face.draw(); this->frame.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |