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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()); }  |