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GitHub Copilotと一緒にコーディング。
6日目。
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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; vector<ofMeshFace> triangle_list; ofMesh mesh, frame; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(25); ofSetWindowTitle("openFrameworks"); ofBackground(39); ofSetLineWidth(2); ofEnableDepthTest(); auto ico_sphere = ofIcoSpherePrimitive(250, 4); this->triangle_list.insert(this->triangle_list.end(), ico_sphere.getMesh().getUniqueFaces().begin(), ico_sphere.getMesh().getUniqueFaces().end()); this->frame.setMode(OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->mesh.clear(); this->frame.clear(); auto radius = 250; for (int i = 0; i < this->triangle_list.size(); i++) { glm::vec3 avg = (this->triangle_list[i].getVertex(0) + this->triangle_list[i].getVertex(1) + this->triangle_list[i].getVertex(2)) / 3; avg = glm::normalize(avg) * radius; auto noise_value = ofNoise(avg.x * 0.008, avg.y * 0.008,avg. z * 0.008, ofGetFrameNum() * 0.02); auto height = 10; ofColor mesh_color = ofColor(0); ofColor frame_color = ofColor(239); for (int i = 1; i < 10; i += 2) { if (noise_value > (i * 0.1) && noise_value < (i * 0.1) + 0.09) { mesh_color.setHsb((int)ofMap(i, 1, 10, 64, 64 + 255) % 255, 230, 255); height = 12; } } vector<glm::vec3> vertices; vertices.push_back(glm::normalize(this->triangle_list[i].getVertex(0)) * radius - avg); vertices.push_back(glm::normalize(this->triangle_list[i].getVertex(1)) * radius - avg); vertices.push_back(glm::normalize(this->triangle_list[i].getVertex(2)) * radius - avg); vertices.push_back(glm::normalize(this->triangle_list[i].getVertex(0)) * (radius + height) - avg); vertices.push_back(glm::normalize(this->triangle_list[i].getVertex(1)) * (radius + height) - avg); vertices.push_back(glm::normalize(this->triangle_list[i].getVertex(2)) * (radius + height) - avg); for (auto& vertex : vertices) { //vertex *= 0.8; vertex += avg; } this->mesh.addVertices(vertices); this->frame.addVertices(vertices); for (int k = 0; k < vertices.size(); k++) { this->mesh.addColor(mesh_color); this->frame.addColor(frame_color); } this->mesh.addTriangle(this->mesh.getNumVertices() - 1, this->mesh.getNumVertices() - 2, this->mesh.getNumVertices() - 3); this->mesh.addTriangle(this->mesh.getNumVertices() - 4, this->mesh.getNumVertices() - 5, this->mesh.getNumVertices() - 6); this->mesh.addTriangle(this->mesh.getNumVertices() - 1, this->mesh.getNumVertices() - 2, this->mesh.getNumVertices() - 5); this->mesh.addTriangle(this->mesh.getNumVertices() - 1, this->mesh.getNumVertices() - 5, this->mesh.getNumVertices() - 4); this->mesh.addTriangle(this->mesh.getNumVertices() - 1, this->mesh.getNumVertices() - 3, this->mesh.getNumVertices() - 6); this->mesh.addTriangle(this->mesh.getNumVertices() - 1, this->mesh.getNumVertices() - 6, this->mesh.getNumVertices() - 4); this->mesh.addTriangle(this->mesh.getNumVertices() - 2, this->mesh.getNumVertices() - 3, this->mesh.getNumVertices() - 6); this->mesh.addTriangle(this->mesh.getNumVertices() - 2, this->mesh.getNumVertices() - 6, this->mesh.getNumVertices() - 5); this->frame.addIndex(this->frame.getNumVertices() - 1); this->frame.addIndex(this->frame.getNumVertices() - 2); this->frame.addIndex(this->frame.getNumVertices() - 2); this->frame.addIndex(this->frame.getNumVertices() - 3); this->frame.addIndex(this->frame.getNumVertices() - 1); this->frame.addIndex(this->frame.getNumVertices() - 3); this->frame.addIndex(this->frame.getNumVertices() - 4); this->frame.addIndex(this->frame.getNumVertices() - 5); this->frame.addIndex(this->frame.getNumVertices() - 5); this->frame.addIndex(this->frame.getNumVertices() - 6); this->frame.addIndex(this->frame.getNumVertices() - 4); this->frame.addIndex(this->frame.getNumVertices() - 6); this->frame.addIndex(this->frame.getNumVertices() - 1); this->frame.addIndex(this->frame.getNumVertices() - 4); this->frame.addIndex(this->frame.getNumVertices() - 2); this->frame.addIndex(this->frame.getNumVertices() - 5); this->frame.addIndex(this->frame.getNumVertices() - 3); this->frame.addIndex(this->frame.getNumVertices() - 6); } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(ofGetFrameNum() * 0.72); this->mesh.drawFaces(); this->frame.drawWireframe(); this->cam.end(); /* int start = 300; if (ofGetFrameNum() > start) { ostringstream os; os << setw(4) << setfill('0') << ofGetFrameNum() - start; ofImage image; image.grabScreen(0, 0, ofGetWidth(), ofGetHeight()); image.saveImage("image/cap/img_" + os.str() + ".jpg"); if (ofGetFrameNum() - start >= 25 * 20) { std::exit(1); } } */ } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |