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球体出現。
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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(255); ofSetLineWidth(1.5); ofEnableDepthTest(); ofSetLineWidth(2); this->line.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face.clear(); this->line.clear(); int radius_start = 10 - ofGetFrameNum() % 10; for (int radius = radius_start; radius <= 500; radius += 10) { int start_index = this->line.getNumVertices(); int index = start_index; for (int deg = 0; deg < 360; deg += 1) { auto z = radius > 200 ? 0 : ofMap(radius, 0, 200, -1 * pow(200 - radius, 1.1), 0); auto vertex = glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), z + 1); this->line.addVertex(vertex); if (deg > 0) { this->line.addIndex(index - 1); this->line.addIndex(index); } index++; int next_radius = radius + 10; int next_z = next_radius > 200 ? 0 : ofMap(next_radius, 0, 200, -1 * pow(200 - 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.addIndex(this->line.getNumVertices() - 1); this->line.addIndex(start_index); } int index_span = 15; for (int index = 0; index < this->line.getNumVertices() - 360; index += index_span) { this->line.addIndex(index); this->line.addIndex(index + 360); } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateX(-35); ofSetColor(2554); this->face.draw(); ofSetColor(0); this->line.drawWireframe(); for (int i = 0; i < 300; i++) { int radius = (int)(ofRandom(500) + ofGetFrameNum() * ofRandom(3, 8)) % 500; auto z = radius > 200 ? 0 : ofMap(radius, 0, 200, -1 * pow(200 - radius, 1.1), 0); z += ofRandom(10, 40); float deg = ofRandom(360); auto vertex = glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), z + 1); ofDrawSphere(vertex, 3); } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |