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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) {}; ofMesh base_mesh; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetColor(255); ofSetLineWidth(0.5); auto ico_sphere = ofIcoSpherePrimitive(300, 2); this->base_mesh = ico_sphere.getMesh(); } //-------------------------------------------------------------- void ofApp::update() { } //-------------------------------------------------------------- void ofApp::draw() { ofTranslate(ofGetWindowSize() * 0.5); ofSetColor(0); for (auto v : this->base_mesh.getVertices()) { for (int i = 0; i < 40; i++) { auto rotation_x = glm::rotate(glm::mat4(), ofMap(ofNoise(glm::vec4(v * 0.00035, ofGetFrameNum() * 0.008 + i * 0.00065)), 0, 1, -360, 360) * (float)DEG_TO_RAD, glm::vec3(1, 0, 0)); auto rotation_y = glm::rotate(glm::mat4(), ofMap(ofNoise(glm::vec4(v * 0.00035, ofGetFrameNum() * 0.008 + i * 0.00065)), 0, 1, -360, 360) * (float)DEG_TO_RAD, glm::vec3(0, 1, 0)); auto rotation_z = glm::rotate(glm::mat4(), ofMap(ofNoise(glm::vec4(v * 0.00035, ofGetFrameNum() * 0.008 + i * 0.00065)), 0, 1, -360, 360) * (float)DEG_TO_RAD, glm::vec3(0, 0, 1)); glm::vec3 vertex = glm::vec4(v, 0) * rotation_z * rotation_y * rotation_x; vertex.z = 0; ofDrawCircle(vertex, 8); } } ofSetColor(255); for (auto v : this->base_mesh.getVertices()) { for (int i = 0; i < 40; i++) { auto rotation_x = glm::rotate(glm::mat4(), ofMap(ofNoise(glm::vec4(v * 0.00035, ofGetFrameNum() * 0.008 + i * 0.00065)), 0, 1, -360, 360) * (float)DEG_TO_RAD, glm::vec3(1, 0, 0)); auto rotation_y = glm::rotate(glm::mat4(), ofMap(ofNoise(glm::vec4(v * 0.00035, ofGetFrameNum() * 0.008 + i * 0.00065)), 0, 1, -360, 360) * (float)DEG_TO_RAD, glm::vec3(0, 1, 0)); auto rotation_z = glm::rotate(glm::mat4(), ofMap(ofNoise(glm::vec4(v * 0.00035, ofGetFrameNum() * 0.008 + i * 0.00065)), 0, 1, -360, 360) * (float)DEG_TO_RAD, glm::vec3(0, 0, 1)); glm::vec3 vertex = glm::vec4(v, 0) * rotation_z * rotation_y * rotation_x; vertex.z = 0; ofDrawCircle(vertex, 5); } } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |