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ぐるぐる正方形。
Rotating squares.
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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) {}; glm::vec2 make_point(int len, int param); ofEasyCam cam; ofMesh face_mesh; ofMesh frame_mesh; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofSetLineWidth(2); ofEnableDepthTest(); this->frame_mesh.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { this->face_mesh.clear(); this->frame_mesh.clear(); auto len = 300; auto width = 20; for (auto z = -len * 0.5 + width * 0.5; z <= len * 0.5 - width * 0.5; z += width * 2) { auto location = glm::vec3(0, 0, z); for (auto param = 0; param < 100; param++) { auto index = this->face_mesh.getVertices().size(); vector<glm::vec3> vertices = { glm::vec3(this->make_point(len, param), width * -0.5), glm::vec3(this->make_point(len, param), width * 0.5), glm::vec3(this->make_point(len, param + 1), width * 0.5), glm::vec3(this->make_point(len, param + 1), width * -0.5) }; for (auto& vertex : vertices) { auto noise_location = (location + vertex) * 0.00015; auto angle = glm::vec3( ofMap(ofNoise(noise_location.x, ofGetFrameNum() * 0.0015), 0, 1, -PI, PI), ofMap(ofGetFrameNum() % 360, 0, 360, -PI, PI), ofMap(ofNoise(noise_location.z, ofGetFrameNum() * 0.0025), 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)); vertex = glm::vec4(location + vertex, 0) * rotation_z * rotation_y; this->face_mesh.addColor(ofColor(39)); this->frame_mesh.addColor(ofColor(0, 0, 239)); } this->face_mesh.addVertices(vertices); this->frame_mesh.addVertices(vertices); this->face_mesh.addIndex(index + 0); this->face_mesh.addIndex(index + 1); this->face_mesh.addIndex(index + 2); this->face_mesh.addIndex(index + 0); this->face_mesh.addIndex(index + 2); this->face_mesh.addIndex(index + 3); this->frame_mesh.addIndex(index + 0); this->frame_mesh.addIndex(index + 3); this->frame_mesh.addIndex(index + 1); this->frame_mesh.addIndex(index + 2); if (param % 25 == 0) { this->frame_mesh.addIndex(index + 0); this->frame_mesh.addIndex(index + 1); } } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); this->face_mesh.drawFaces(); this->frame_mesh.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- glm::vec2 ofApp::make_point(int len, int param) { param = param % 100; if (param < 25) { return glm::vec2(ofMap(param, 0, 25, -len * 0.5, len * 0.5), -len * 0.5); } else if (param < 50) { return glm::vec2(len * 0.5, ofMap(param, 25, 50, -len * 0.5, len * 0.5)); } else if (param < 75) { return glm::vec2(ofMap(param, 50, 75, len * 0.5, -len * 0.5), len * 0.5); } else { return glm::vec2(-len * 0.5, ofMap(param, 75, 100, len * 0.5, -len * 0.5)); } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |