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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; vector<float> radius_list; vector<float> deg_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(0); ofSetLineWidth(2); ofEnableDepthTest(); ofEnableBlendMode(ofBlendMode::OF_BLENDMODE_ADD); this->line.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); for (int i = 0; i < 500; i++) { this->radius_list.push_back(ofRandom(1000)); this->deg_list.push_back(ofRandom(360)); } } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face.clear(); int threshold_radius = 300; for (float radius = 0; radius <= 1000; radius += 10) { int start_index = this->line.getNumVertices(); int index = start_index; int deg_start = radius; for (float deg = deg_start; deg < deg_start + 360; deg += 0.5) { float z = radius > threshold_radius ? 0 : ofMap(radius, 0, threshold_radius, -1 * pow(threshold_radius - radius, 1.1), 0); float next_radius = radius + 10; float next_z = next_radius > threshold_radius ? 0 : ofMap(next_radius, 0, threshold_radius, -1 * pow(threshold_radius - next_radius, 1.1), 0); vector<glm::vec3> vertices; vertices.push_back(glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), z)); vertices.push_back(glm::vec3(radius * cos((deg + 1) * DEG_TO_RAD), radius * sin((deg + 1) * DEG_TO_RAD), z)); vertices.push_back(glm::vec3(next_radius * cos((deg + 1) * DEG_TO_RAD), next_radius * sin((deg + 1) * DEG_TO_RAD), next_z)); vertices.push_back(glm::vec3(next_radius * cos(deg * DEG_TO_RAD), next_radius * sin(deg * DEG_TO_RAD), next_z)); face.addVertices(vertices); face.addIndex(face.getNumVertices() - 1); face.addIndex(face.getNumVertices() - 2); face.addIndex(face.getNumVertices() - 3); face.addIndex(face.getNumVertices() - 1); face.addIndex(face.getNumVertices() - 3); face.addIndex(face.getNumVertices() - 4); } } this->line.clear(); for (int i = 0; i < this->radius_list.size(); i++) { int speed = 5; int radius_start = ((int)(this->radius_list[i] + speed) % 1000); int radius = 1000 - radius_start; float deg_start = this->deg_list[i] + (radius > threshold_radius ? 1 : ofMap(radius, 0, threshold_radius, pow(speed, ofMap(radius, 0, threshold_radius, 2, 1)), 1)); float deg = deg_start; for (int k = 0; k < 15; k++) { radius = ((int)(this->radius_list[i] + speed * k) % 1000); radius = 1000 - radius; deg += (radius > threshold_radius ? 1 : ofMap(radius, 1, threshold_radius, pow(speed, ofMap(radius, 0, threshold_radius, 2, 1)), 1)); auto z = radius > threshold_radius ? 0 : ofMap(radius, 0, threshold_radius, -1 * pow(threshold_radius - radius, 1.1), 0); auto vertex = glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), z + 2); this->line.addVertex(vertex); this->line.addColor(ofColor(ofMap(k, 0, 15, 39, 255))); if (k > 0) { this->line.addIndex(this->line.getNumVertices() - 1); this->line.addIndex(this->line.getNumVertices() - 2); } } this->radius_list[i] = radius_start; this->deg_list[i] = deg_start; } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofSetColor(0); this->face.draw(); this->line.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |