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音楽データから高さを変更。
Changing sound to tower size.
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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; ofSoundPlayer sound; vector<float> fft_smoothed; vector<vector<float>> log; int n_bands_to_get; ofMesh face_mesh, frame_mesh; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofEnableDepthTest(); this->frame_mesh.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); this->sound.load("sound/Spring_In_My_Step.mp3"); this->sound.play(); this->n_bands_to_get = 60; for (int j = 0; j < this->n_bands_to_get; j++) { this->fft_smoothed.push_back(0); } for (int i = 0; i < 36; i++) { this->log.push_back(this->fft_smoothed); } } //-------------------------------------------------------------- void ofApp::update() { ofSoundUpdate(); float* val = ofSoundGetSpectrum(this->n_bands_to_get); for (int i = 0; i < this->n_bands_to_get; i++) { this->fft_smoothed[i] *= 0.98f; if (this->fft_smoothed[i] < val[i]) { this->fft_smoothed[i] = val[i]; } } log.push_back(this->fft_smoothed); if (log.size() > 36) { this->log.erase(this->log.begin()); } this->face_mesh.clear(); this->frame_mesh.clear(); int radius_span = 5; int deg_span = 10; for (int radius = 100; radius < 300; radius += radius_span * 4) { for (int deg_start = 0; deg_start < 360; deg_start += deg_span) { int index_1 = ofMap(radius, 100, 300, 1, 10); int index_2 = ofMap(deg_start, 0, 360, 0, 36); auto z = log[index_2][index_1] * 150; int param_index = this->face_mesh.getNumVertices(); for (int deg = deg_start; deg < deg_start + deg_span; deg++) { int index = this->face_mesh.getNumVertices(); vector<glm::vec3> vertices; vertices.push_back(glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), z)); vertices.push_back(glm::vec3((radius + radius_span) * cos(deg * DEG_TO_RAD), (radius + radius_span) * sin(deg * DEG_TO_RAD), z)); vertices.push_back(glm::vec3((radius + radius_span) * cos((deg + 1) * DEG_TO_RAD), (radius + radius_span) * sin((deg + 1) * DEG_TO_RAD), z)); vertices.push_back(glm::vec3(radius * cos((deg + 1) * DEG_TO_RAD), radius * sin((deg + 1) * DEG_TO_RAD), z)); vertices.push_back(glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), 0)); vertices.push_back(glm::vec3((radius + radius_span) * cos(deg * DEG_TO_RAD), (radius + radius_span) * sin(deg * DEG_TO_RAD), 0)); vertices.push_back(glm::vec3((radius + radius_span) * cos((deg + 1) * DEG_TO_RAD), (radius + radius_span) * sin((deg + 1) * DEG_TO_RAD), 0)); vertices.push_back(glm::vec3(radius * cos((deg + 1) * DEG_TO_RAD), radius * sin((deg + 1) * DEG_TO_RAD), 0)); this->face_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->face_mesh.addIndex(index + 4); this->face_mesh.addIndex(index + 5); this->face_mesh.addIndex(index + 6); this->face_mesh.addIndex(index + 4); this->face_mesh.addIndex(index + 6); this->face_mesh.addIndex(index + 7); this->face_mesh.addIndex(index + 0); this->face_mesh.addIndex(index + 3); this->face_mesh.addIndex(index + 7); this->face_mesh.addIndex(index + 0); this->face_mesh.addIndex(index + 4); this->face_mesh.addIndex(index + 7); this->face_mesh.addIndex(index + 1); this->face_mesh.addIndex(index + 2); this->face_mesh.addIndex(index + 6); this->face_mesh.addIndex(index + 1); this->face_mesh.addIndex(index + 5); this->face_mesh.addIndex(index + 6); this->frame_mesh.addVertices(vertices); this->frame_mesh.addIndex(index + 0); this->frame_mesh.addIndex(index + 3); this->frame_mesh.addIndex(index + 4); this->frame_mesh.addIndex(index + 7); this->frame_mesh.addIndex(index + 1); this->frame_mesh.addIndex(index + 2); this->frame_mesh.addIndex(index + 5); this->frame_mesh.addIndex(index + 6); } this->face_mesh.addIndex(param_index + 0); this->face_mesh.addIndex(param_index + 1); this->face_mesh.addIndex(param_index + 5); this->face_mesh.addIndex(param_index + 0); this->face_mesh.addIndex(param_index + 4); this->face_mesh.addIndex(param_index + 5); this->frame_mesh.addIndex(param_index + 0); this->frame_mesh.addIndex(param_index + 1); this->frame_mesh.addIndex(param_index + 4); this->frame_mesh.addIndex(param_index + 5); this->frame_mesh.addIndex(param_index + 0); this->frame_mesh.addIndex(param_index + 4); this->frame_mesh.addIndex(param_index + 1); this->frame_mesh.addIndex(param_index + 5); param_index = this->face_mesh.getNumVertices() - 8; this->face_mesh.addIndex(param_index + 2); this->face_mesh.addIndex(param_index + 3); this->face_mesh.addIndex(param_index + 6); this->face_mesh.addIndex(param_index + 3); this->face_mesh.addIndex(param_index + 6); this->face_mesh.addIndex(param_index + 7); this->frame_mesh.addIndex(param_index + 2); this->frame_mesh.addIndex(param_index + 3); this->frame_mesh.addIndex(param_index + 6); this->frame_mesh.addIndex(param_index + 7); this->frame_mesh.addIndex(param_index + 2); this->frame_mesh.addIndex(param_index + 6); this->frame_mesh.addIndex(param_index + 3); this->frame_mesh.addIndex(param_index + 7); } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateZ(270); ofSetColor(39); this->face_mesh.draw(); ofSetColor(239); this->frame_mesh.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |