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放射線を回転させる。
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| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 | #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 mesh; }; | 
| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 | #include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(30); 	ofSetWindowTitle("openframeworks"); 	ofBackground(0); 	ofSetColor(255); 	ofEnableDepthTest(); 	ofSetLineWidth(2); 	this->mesh.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { 	ofSeedRandom(39); 	this->mesh.clear(); 	auto noise_param = glm::vec3(ofRandom(360), ofRandom(360), ofRandom(360)); 	for (int radius = 50; radius <= 300; radius += 30) { 		auto rotation = glm::vec3( 			ofMap(ofNoise(noise_param.x, radius * 0.00065 - ofGetFrameNum() * 0.008), 0, 1, -360, 360), 			ofMap(ofNoise(noise_param.y, radius * 0.00065 - ofGetFrameNum() * 0.008), 0, 1, -360, 360), 			ofMap(ofNoise(noise_param.z, radius * 0.00065 - ofGetFrameNum() * 0.008), 0, 1, -360, 360)); 		int start_index = this->mesh.getNumVertices(); 		int index = start_index; 		for (int deg = 0; deg < 360; deg += 1) { 			auto vertex = glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), 0); 			auto rotation_x = glm::rotate(glm::mat4(), rotation.x * (float)DEG_TO_RAD, glm::vec3(1, 0, 0)); 			auto rotation_y = glm::rotate(glm::mat4(), rotation.y * (float)DEG_TO_RAD, glm::vec3(0, 1, 0)); 			auto rotation_z = glm::rotate(glm::mat4(), rotation.z * (float)DEG_TO_RAD, glm::vec3(0, 0, 1)); 			vertex = glm::vec4(vertex, 0) * rotation_z * rotation_y * rotation_x; 			this->mesh.addVertex(vertex); 			if (deg > 0) { 				this->mesh.addIndex(index - 1); 				this->mesh.addIndex(index); 			} 			index++; 		} 		this->mesh.addIndex(this->mesh.getNumVertices() - 1); 		this->mesh.addIndex(start_index); 	} 	int index_span = 30; 	for (int index = 0; index < this->mesh.getNumVertices() - 360; index += index_span) { 		this->mesh.addIndex(index); 		this->mesh.addIndex(index + 360); 	} } //-------------------------------------------------------------- void ofApp::draw() { 	this->cam.begin(); 	ofRotateY(ofGetFrameNum()); 	this->mesh.drawWireframe(); 	this->cam.end(); } //-------------------------------------------------------------- int main() { 	ofSetupOpenGL(720, 720, OF_WINDOW); 	ofRunApp(new ofApp()); } |