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リボンを対称に描写する。
Describe the ribbons symmetrically.
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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, line; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(0); ofEnableDepthTest(); ofSetLineWidth(2); this->line.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face.clear(); this->line.clear(); auto noise_seed = glm::vec2(ofRandom(1000), ofRandom(1000)); int start_index = this->face.getNumVertices(); for (float x = 128; x < 255; x += 1) { float next_x = x + 1; int index = this->face.getNumVertices(); float angle_x = ofMap(ofNoise(noise_seed.x, x * 0.0035 + ofGetFrameNum() * 0.01), 0, 1, PI * -2, PI * 2); auto rotation_x = glm::rotate(glm::mat4(), angle_x, glm::vec3(1, 0, 0)); float angle_y = ofMap(ofNoise(noise_seed.y, x * 0.0035 + ofGetFrameNum() * 0.01), 0, 1, PI * -2, PI * 2); auto rotation_y = glm::rotate(glm::mat4(), angle_y, glm::vec3(0, 1, 0)); float next_angle_x = ofMap(ofNoise(noise_seed.x, next_x * 0.0035 + ofGetFrameNum() * 0.01), 0, 1, PI * -2, PI * 2); auto next_rotation_x = glm::rotate(glm::mat4(), next_angle_x, glm::vec3(1, 0, 0)); float next_angle_y = ofMap(ofNoise(noise_seed.y, next_x * 0.0035 + ofGetFrameNum() * 0.01), 0, 1, PI * -2, PI * 2); 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(x, 10, 0, 0) * rotation_y * rotation_x); vertices.push_back(glm::vec4(next_x, 10, 0, 0)* next_rotation_y* next_rotation_x); vertices.push_back(glm::vec4(next_x, -10, 0, 0) * next_rotation_y * next_rotation_x); vertices.push_back(glm::vec4(x, -10, 0, 0) * rotation_y * rotation_x); this->face.addVertices(vertices); this->line.addVertices(vertices); auto color = ofColor(); auto next_color = ofColor(); color.setHsb(ofMap((int)(x + ofGetFrameNum() * 1) % 128, 1, 128, 0, 255), 180, 255); next_color.setHsb(ofMap((int)(next_x + ofGetFrameNum() * 1) % 128, 1, 128, 0, 255), 180, 255); this->face.addColor(color); this->face.addColor(next_color); this->face.addColor(next_color); this->face.addColor(color); 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->line.addIndex(index + 0); this->line.addIndex(index + 1); this->line.addIndex(index + 2); this->line.addIndex(index + 3); } this->line.addIndex(start_index + 0); this->line.addIndex(start_index + 3); this->line.addIndex(this->line.getNumVertices() - 2); this->line.addIndex(this->line.getNumVertices() - 3); } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(270); for (int i = 0; i < 8; i++) { ofRotateX(45); this->line.drawWireframe(); this->face.draw(); } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |