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数日前のヤツを帯状に変更。
Rotate the band.
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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; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetColor(39); ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); auto radius = 300; auto noise_step = 0.001; for (auto deg = 0; deg < 360; deg += 1) { vector<glm::vec3> vertices; // point 1 auto location = glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), 0); auto noise_seed_x = location.x * 0.001; auto noise_seed_y = location.y * 0.001; auto noise_seed_z = location.z; auto angle_x = ofMap(ofNoise(noise_seed_x, ofGetFrameNum() * noise_step), 0, 1, -PI * 2, PI * 2); auto angle_y = ofMap(ofNoise(noise_seed_y, ofGetFrameNum() * noise_step), 0, 1, -PI * 2, PI * 2); auto angle_z = ofMap(ofNoise(noise_seed_z, ofGetFrameNum() * noise_step), 0, 1, -PI * 2, PI * 2); auto rotation_x = glm::rotate(glm::mat4(), angle_x, glm::vec3(1, 0, 0)); auto rotation_y = glm::rotate(glm::mat4(), angle_y, glm::vec3(0, 1, 0)); auto rotation_z = glm::rotate(glm::mat4(), angle_z, glm::vec3(0, 0, 1)); location = glm::vec4(location, 0) * rotation_z * rotation_y * rotation_x; vertices.push_back(location); // point 2 location = glm::vec3(radius * cos((deg + 1) * DEG_TO_RAD), radius * sin((deg + 1) * DEG_TO_RAD), 0); noise_seed_x = location.x * 0.001; noise_seed_y = location.y * 0.001; noise_seed_z = location.z; angle_x = ofMap(ofNoise(noise_seed_x, ofGetFrameNum() * noise_step), 0, 1, -PI * 2, PI * 2); angle_y = ofMap(ofNoise(noise_seed_y, ofGetFrameNum() * noise_step), 0, 1, -PI * 2, PI * 2); angle_z = ofMap(ofNoise(noise_seed_z, ofGetFrameNum() * noise_step), 0, 1, -PI * 2, PI * 2); rotation_x = glm::rotate(glm::mat4(), angle_x, glm::vec3(1, 0, 0)); rotation_y = glm::rotate(glm::mat4(), angle_y, glm::vec3(0, 1, 0)); rotation_z = glm::rotate(glm::mat4(), angle_z, glm::vec3(0, 0, 1)); location = glm::vec4(location, 0) * rotation_z * rotation_y * rotation_x; vertices.push_back(location); // point 3 location = glm::vec3(radius * cos((deg + 1) *DEG_TO_RAD), radius * sin((deg + 1) * DEG_TO_RAD), 0); noise_seed_x = location.x * 0.001; noise_seed_y = location.y * 0.001; noise_seed_z = location.z; angle_x = ofMap(ofNoise(noise_seed_x, (ofGetFrameNum() + 8) * noise_step), 0, 1, -PI * 2, PI * 2); angle_y = ofMap(ofNoise(noise_seed_y, (ofGetFrameNum() + 8) * noise_step), 0, 1, -PI * 2, PI * 2); angle_z = ofMap(ofNoise(noise_seed_z, (ofGetFrameNum() + 8) * noise_step), 0, 1, -PI * 2, PI * 2); rotation_x = glm::rotate(glm::mat4(), angle_x, glm::vec3(1, 0, 0)); rotation_y = glm::rotate(glm::mat4(), angle_y, glm::vec3(0, 1, 0)); rotation_z = glm::rotate(glm::mat4(), angle_z, glm::vec3(0, 0, 1)); location = glm::vec4(location, 0) * rotation_z * rotation_y * rotation_x; vertices.push_back(location); // point 4 location = glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), 0); noise_seed_x = location.x * 0.001; noise_seed_y = location.y * 0.001; noise_seed_z = location.z; angle_x = ofMap(ofNoise(noise_seed_x, (ofGetFrameNum() + 8) * noise_step), 0, 1, -PI * 2, PI * 2); angle_y = ofMap(ofNoise(noise_seed_y, (ofGetFrameNum() + 8) * noise_step), 0, 1, -PI * 2, PI * 2); angle_z = ofMap(ofNoise(noise_seed_z, (ofGetFrameNum() + 8) * noise_step), 0, 1, -PI * 2, PI * 2); rotation_x = glm::rotate(glm::mat4(), angle_x, glm::vec3(1, 0, 0)); rotation_y = glm::rotate(glm::mat4(), angle_y, glm::vec3(0, 1, 0)); rotation_z = glm::rotate(glm::mat4(), angle_z, glm::vec3(0, 0, 1)); location = glm::vec4(location, 0) * rotation_z * rotation_y * rotation_x; vertices.push_back(location); ofBeginShape(); ofVertices(vertices); ofEndShape(true); } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |