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舞い上がる三角形。
Soaring triangles.
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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 mesh; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->mesh.clear(); int span = 10; for (int x = -600; x <= 600; x += span) { for (int y = -600; y <= 600; y += span) { for (int i = 0; i < 2; i++) { if (i == 0) { this->mesh.addVertex(glm::vec3(x - span * 0.5, y - span * 0.5, 0)); this->mesh.addVertex(glm::vec3(x + span * 0.5, y - span * 0.5, 0)); this->mesh.addVertex(glm::vec3(x - span * 0.5, y + span * 0.5, 0)); } else { this->mesh.addVertex(glm::vec3(x + span * 0.5, y - span * 0.5, 0)); this->mesh.addVertex(glm::vec3(x + span * 0.5, y + span * 0.5, 0)); this->mesh.addVertex(glm::vec3(x - span * 0.5, y + span * 0.5, 0)); } int index = mesh.getNumVertices() - 3; auto avg = (mesh.getVertex(index) + mesh.getVertex(index + 1) + mesh.getVertex(index + 2)) / 3; auto z = 0; auto noise_value = ofNoise(glm::vec4(avg * 0.01, ofGetFrameNum() * 0.005)); if (noise_value > 0.65) { z = ofMap(noise_value, 0.65, 1, 0, 300); } auto angle_x = ofMap(z, 0, 300, 0, PI * 10); auto angle_y = ofMap(z, 0, 300, 0, PI * 10); auto angle_z = ofMap(z, 0, 300, 0, PI * 10); 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)); for (int k = index; k < this->mesh.getNumVertices(); k++) { auto vertex = this->mesh.getVertex(k); vertex -= avg; vertex = glm::vec4(vertex, 0) * rotation_z * rotation_y * rotation_x; vertex += avg + glm::vec3(0, 0, z); this->mesh.setVertex(k, vertex); } } } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofSetColor(39); this->mesh.drawFaces(); ofSetColor(239); this->mesh.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |