#include "ofApp.h"
//--------------------------------------------------------------
void ofApp::setup() {
ofSetFrameRate(30);
ofSetWindowTitle("openFrameworks");
ofBackground(0);
//ofSetLineWidth(3);
ofEnableDepthTest();
auto radius = 8;
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) {
for (float z = -15; z <= 15; z += 5) {
glm::vec3 location;
if (flg) {
location = glm::vec3(x, y, z);
}
else {
location = glm::vec3(x + (x_span / 2), y, z);
}
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();
this->noise_location_list.clear();
for (int i = 0; i < this->location_list.size(); i++) {
this->life_list[i] = this->life_list[i] > 0 ? this->life_list[i] - 0.05 : 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() * 0.008), 0, 1, -360, 360);
int radius = ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.02), 0, 1, 0, 400);
for (int deg = deg_start; deg < deg_start + 360; deg += 120) {
auto noise_location = glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), -15);
this->noise_location_list.push_back(noise_location);
for (int i = 0; i < this->location_list.size(); i++) {
if (glm::distance(noise_location, this->location_list[i]) < 45) {
this->life_list[i] = this->life_list[i] < 100 ? this->life_list[i] + 8 : 100;
}
}
}
}
for (int i = 0; i < this->location_list.size(); i++) {
auto height = 5.f;
if (this->life_list[i] > 10) {
this->setHexagonToMesh(this->face, this->frame, this->location_list[i], 8, height);
}
else if (this->life_list[i] > 0) {
this->setHexagonToMesh(this->face, this->frame, this->location_list[i], ofMap(this->life_list[i], 0, 10, 0, 8), height);
}
else {
//this->setHexagonToMesh(this->face, this->frame, this->location_list[i], 15, height);
}
}
}
//--------------------------------------------------------------
void ofApp::draw() {
this->cam.begin();
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) {
ofColor face_color = ofColor(ofMap(location.z, -15, 15, 0, 255));
//face_color.setHsb(ofMap(location.z, -15, 15, 255, 180), 200, 255);
ofColor frame_color = ofColor(ofMap(location.z, -15, 15, 255, 0));
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(location + glm::vec3(0, 0, 0));
vertices.push_back(location + glm::vec3(face_radius * cos(deg * DEG_TO_RAD), face_radius * sin(deg * DEG_TO_RAD), 0));
vertices.push_back(location + glm::vec3(face_radius * cos((deg + 60) * DEG_TO_RAD), face_radius * sin((deg + 60) * DEG_TO_RAD), 0));
vertices.push_back(location + glm::vec3(0, 0, height));
vertices.push_back(location + glm::vec3(face_radius * cos((deg + 60) * DEG_TO_RAD), face_radius * sin((deg + 60) * DEG_TO_RAD), height));
vertices.push_back(location + glm::vec3(face_radius * cos(deg * DEG_TO_RAD), face_radius * sin(deg * DEG_TO_RAD), height));
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(location + glm::vec3(0, 0, 0));
vertices.push_back(location + glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), 0));
vertices.push_back(location + glm::vec3(radius * cos((deg + 60) * DEG_TO_RAD), radius * sin((deg + 60) * DEG_TO_RAD), 0));
vertices.push_back(location + glm::vec3(0, 0, height));
vertices.push_back(location + glm::vec3(radius * cos((deg + 60) * DEG_TO_RAD), radius * sin((deg + 60) * DEG_TO_RAD), height));
vertices.push_back(location + glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), height));
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());
}