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座標ごとにノイズの値を管理する。
It manages the noise value of each coordinate.
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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 mouseEntered(int x, int y) {}; void mouseExited(int x, int y) {}; void windowResized(int w, int h) {}; void dragEvent(ofDragInfo dragInfo) {}; void gotMessage(ofMessage msg) {}; void setHexagonToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float radius, float height, glm::vec3 deg); vector<glm::vec3> location_list; vector<int> life_list; vector<float> noise_param_list; ofEasyCam cam; ofMesh face, frame; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(0); ofSetLineWidth(2); ofEnableDepthTest(); auto radius = 15; auto x_span = radius * sqrt(3); auto flg = true; for (float y = -500; y < 500; y += radius * 1.5) { for (float x = -500; x < 500; x += x_span) { glm::vec3 location; if (flg) { location = glm::vec3(x, y, 0); } else { location = glm::vec3(x + (x_span / 2), y, 0); } this->location_list.push_back(location); this->life_list.push_back(0); this->noise_param_list.push_back(ofRandom(1000)); } flg = !flg; } this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face.clear(); this->frame.clear(); for (int i = 0; i < this->location_list.size(); i++) { this->life_list[i] = this->life_list[i] > 0 ? this->life_list[i] - 0.5 : 0; if (this->life_list[i] > 0) { this->noise_param_list[i] += ofMap(this->life_list[i], 0, 100, 0.05, 0.1); } } for (int i = 0; i < 1; i++) { int deg_start = ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.005), 0, 1, -360, 360); int radius = ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.01), 0, 1, 0, 500); for (int deg = deg_start; deg < deg_start + 360; deg += 60) { auto noise_location = glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), 0); for (int i = 0; i < this->location_list.size(); i++) { if (glm::distance(noise_location, this->location_list[i]) < 40) { this->life_list[i] = this->life_list[i] < 100 ? this->life_list[i] + 4 : 100; } } } } for (int i = 0; i < this->location_list.size(); i++) { auto noise_seed = glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000)); auto noise_deg = glm::vec3( ofMap(ofNoise(glm::vec4(this->location_list[i] * 0.005, noise_seed.x + this->noise_param_list[i])), 0, 1, -360, 360), ofMap(ofNoise(glm::vec4(this->location_list[i] * 0.005, noise_seed.y + this->noise_param_list[i])), 0, 1, -360, 360), ofMap(ofNoise(glm::vec4(this->location_list[i] * 0.005, noise_seed.z + this->noise_param_list[i])), 0, 1, -360, 360)); auto height = 5.f; if (this->life_list[i] > 10) { this->setHexagonToMesh(this->face, this->frame, this->location_list[i], 15, height, noise_deg); } else if(this->life_list[i] > 0){ this->setHexagonToMesh(this->face, this->frame, this->location_list[i], 15, height, noise_deg * ofMap(this->life_list[i], 0, 10, 0, 1)); } else { this->setHexagonToMesh(this->face, this->frame, this->location_list[i], 15, height, glm::vec3()); } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); //ofRotateX(300); this->face.draw(); this->frame.draw(); this->cam.end(); } //-------------------------------------------------------------- void ofApp::setHexagonToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float radius, float height, glm::vec3 deg) { ofColor face_color = ofColor(0); ofColor frame_color = ofColor(255); auto rotation_x = glm::rotate(glm::mat4(), deg.x * (float)DEG_TO_RAD, glm::vec3(1, 0, 0)); auto rotation_y = glm::rotate(glm::mat4(), deg.y * (float)DEG_TO_RAD, glm::vec3(0, 1, 0)); auto rotation_z = glm::rotate(glm::mat4(), deg.z * (float)DEG_TO_RAD, glm::vec3(0, 0, 1)); for (int deg = 90; deg < 450; deg += 60) { auto face_radius = radius - 0.5; auto face_index = face_target.getNumVertices(); vector<glm::vec3> vertices; vertices.push_back(glm::vec3(0, 0, 0)); vertices.push_back(glm::vec3(face_radius * cos(deg * DEG_TO_RAD), face_radius * sin(deg * DEG_TO_RAD), 0)); vertices.push_back(glm::vec3(face_radius * cos((deg + 60) * DEG_TO_RAD), face_radius * sin((deg + 60) * DEG_TO_RAD), 0)); vertices.push_back(glm::vec3(0, 0, height)); vertices.push_back(glm::vec3(face_radius * cos((deg + 60) * DEG_TO_RAD), face_radius * sin((deg + 60) * DEG_TO_RAD), height)); vertices.push_back(glm::vec3(face_radius * cos(deg * DEG_TO_RAD), face_radius * sin(deg * DEG_TO_RAD), height)); for (auto& vertex : vertices) { vertex = location + glm::vec4(vertex, 0) * rotation_z * rotation_y * rotation_x; } face_target.addVertices(vertices); face_target.addIndex(face_index + 0); face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 2); face_target.addIndex(face_index + 3); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 5); face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 2); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 5); auto frame_index = frame_target.getNumVertices(); vertices.clear(); vertices.push_back(glm::vec3(0, 0, 0)); vertices.push_back(glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), 0)); vertices.push_back(glm::vec3(radius * cos((deg + 60) * DEG_TO_RAD), radius * sin((deg + 60) * DEG_TO_RAD), 0)); vertices.push_back(glm::vec3(0, 0, height)); vertices.push_back(glm::vec3(radius * cos((deg + 60) * DEG_TO_RAD), radius * sin((deg + 60) * DEG_TO_RAD), height)); vertices.push_back(glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), height)); for (auto& vertex : vertices) { vertex = location + glm::vec4(vertex, 0) * rotation_z * rotation_y * rotation_x; } frame_target.addVertices(vertices); frame_target.addIndex(frame_index + 1); frame_target.addIndex(frame_index + 2); frame_target.addIndex(frame_index + 4); frame_target.addIndex(frame_index + 5); frame_target.addIndex(frame_index + 1); frame_target.addIndex(frame_index + 5); frame_target.addIndex(frame_index + 2); frame_target.addIndex(frame_index + 4); for (int i = 0; i < vertices.size(); i++) { face_target.addColor(face_color); frame_target.addColor(frame_color); } } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |