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ノイズで可視化・非可視化と回転量をコントロールする。
Control visualization/de-visualization and amount of rotation with noise.
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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; ofMesh mesh, frame; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(255); ofSetLineWidth(2); ofEnableDepthTest(); auto ico_sphere = ofIcoSpherePrimitive(250, 3); this->triangle_list.insert(this->triangle_list.end(), ico_sphere.getMesh().getUniqueFaces().begin(), ico_sphere.getMesh().getUniqueFaces().end()); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->mesh.clear(); this->frame.clear(); int radius = 300; for (int x = -radius * 2.5; x <= radius * 2.5; x += radius * 2.5) { for (int y = -radius * 2.5; y <= radius * 2.5; y += radius * 2.5) { for (int i = 0; i < this->triangle_list.size(); i++) { glm::vec3 avg = (this->triangle_list[i].getVertex(0) + this->triangle_list[i].getVertex(1) + this->triangle_list[i].getVertex(2)) / 3; auto noise_value = ofNoise(x + avg.x * 0.0025 + ofGetFrameNum() * 0.003, (y + avg.y) * 0.0025, avg.z * 0.0025); if (noise_value < 0.45) { noise_value = 0; } else if (noise_value > 0.55) { noise_value = 1; } else { noise_value = ofMap(noise_value, 0.45, 0.55, 0, 1); } vector<glm::vec3> vertices; vertices.push_back(glm::normalize(this->triangle_list[i].getVertex(0)) * (radius + 5) - avg); vertices.push_back(glm::normalize(this->triangle_list[i].getVertex(1)) * (radius + 5) - avg); vertices.push_back(glm::normalize(this->triangle_list[i].getVertex(2)) * (radius + 5) - avg); vertices.push_back(glm::normalize(this->triangle_list[i].getVertex(0)) * (radius - 5) - avg); vertices.push_back(glm::normalize(this->triangle_list[i].getVertex(1)) * (radius - 5) - avg); vertices.push_back(glm::normalize(this->triangle_list[i].getVertex(2)) * (radius - 5) - avg); for (auto& vertex : vertices) { vertex *= noise_value; vertex += avg; auto rotation_x = glm::rotate(glm::mat4(), ofMap(ofNoise(glm::vec2(y * 0.007, (x + vertex.x) * 0.0007 + ofGetFrameNum() * 0.0035)), 0, 1, -180, 180) * (float)DEG_TO_RAD, glm::vec3(1, 0, 0)); vertex = glm::vec4(vertex, 0) * rotation_x + glm::vec4(x, y, 0, 0); } this->mesh.addVertices(vertices); this->frame.addVertices(vertices); this->mesh.addColor(ofColor(255)); this->mesh.addColor(ofColor(255)); this->mesh.addColor(ofColor(255)); this->mesh.addColor(ofColor(0)); this->mesh.addColor(ofColor(0)); this->mesh.addColor(ofColor(0)); this->frame.addColor(ofColor(0)); this->frame.addColor(ofColor(0)); this->frame.addColor(ofColor(0)); this->frame.addColor(ofColor(255)); this->frame.addColor(ofColor(255)); this->frame.addColor(ofColor(255)); this->mesh.addTriangle(this->mesh.getNumVertices() - 1, this->mesh.getNumVertices() - 2, this->mesh.getNumVertices() - 3); this->mesh.addTriangle(this->mesh.getNumVertices() - 4, this->mesh.getNumVertices() - 5, this->mesh.getNumVertices() - 6); this->mesh.addTriangle(this->mesh.getNumVertices() - 1, this->mesh.getNumVertices() - 2, this->mesh.getNumVertices() - 5); this->mesh.addTriangle(this->mesh.getNumVertices() - 1, this->mesh.getNumVertices() - 5, this->mesh.getNumVertices() - 4); this->mesh.addTriangle(this->mesh.getNumVertices() - 1, this->mesh.getNumVertices() - 3, this->mesh.getNumVertices() - 6); this->mesh.addTriangle(this->mesh.getNumVertices() - 1, this->mesh.getNumVertices() - 6, this->mesh.getNumVertices() - 4); this->mesh.addTriangle(this->mesh.getNumVertices() - 2, this->mesh.getNumVertices() - 3, this->mesh.getNumVertices() - 6); this->mesh.addTriangle(this->mesh.getNumVertices() - 2, this->mesh.getNumVertices() - 6, this->mesh.getNumVertices() - 5); this->frame.addIndex(this->frame.getNumVertices() - 1); this->frame.addIndex(this->frame.getNumVertices() - 2); this->frame.addIndex(this->frame.getNumVertices() - 2); this->frame.addIndex(this->frame.getNumVertices() - 3); this->frame.addIndex(this->frame.getNumVertices() - 1); this->frame.addIndex(this->frame.getNumVertices() - 3); this->frame.addIndex(this->frame.getNumVertices() - 4); this->frame.addIndex(this->frame.getNumVertices() - 5); this->frame.addIndex(this->frame.getNumVertices() - 5); this->frame.addIndex(this->frame.getNumVertices() - 6); this->frame.addIndex(this->frame.getNumVertices() - 4); this->frame.addIndex(this->frame.getNumVertices() - 6); this->frame.addIndex(this->frame.getNumVertices() - 1); this->frame.addIndex(this->frame.getNumVertices() - 4); this->frame.addIndex(this->frame.getNumVertices() - 2); this->frame.addIndex(this->frame.getNumVertices() - 5); this->frame.addIndex(this->frame.getNumVertices() - 3); this->frame.addIndex(this->frame.getNumVertices() - 6); } } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); this->mesh.drawFaces(); this->frame.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |