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球体の変化&停止。
Sphere is transform and stop.
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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; vector<ofMesh> mesh_list; vector<ofMeshFace> triangle_list; float noise_param; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofSetLineWidth(1.5); ofEnableDepthTest(); ofIcoSpherePrimitive ico_sphere; ico_sphere = ofIcoSpherePrimitive(200, 3); this->triangle_list = ico_sphere.getMesh().getUniqueFaces(); this->noise_param = ofRandom(1000); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); if (ofGetFrameNum() % 60 < 45) { this->noise_param += ofMap(ofGetFrameNum() % 60, 0, 45, 0.05, 0); } this->mesh_list.clear(); for (int i = 0; i < this->triangle_list.size(); i++) { auto triangle = this->triangle_list[i]; auto avg = (triangle.getVertex(0) + triangle.getVertex(1) + triangle.getVertex(2)) / 3; auto noise_value = ofNoise(avg.x * 0.01, avg.y * 0.01, avg.z * 0.01, this->noise_param); vector<glm::vec3> vertices; vertices.push_back(glm::normalize(glm::vec3(triangle.getVertex(0) - avg) * 0.9 + avg) * ofMap(noise_value, 0, 1, 50, 350)); vertices.push_back(glm::normalize(glm::vec3(triangle.getVertex(1) - avg) * 0.9 + avg) * ofMap(noise_value, 0, 1, 50, 350)); vertices.push_back(glm::normalize(glm::vec3(triangle.getVertex(2) - avg) * 0.9 + avg) * ofMap(noise_value, 0, 1, 50, 350)); ofMesh mesh; mesh.addVertex(glm::vec3()); mesh.addVertices(vertices); mesh.addIndex(0); mesh.addIndex(1); mesh.addIndex(2); mesh.addIndex(0); mesh.addIndex(2); mesh.addIndex(3); mesh.addIndex(0); mesh.addIndex(1); mesh.addIndex(3); mesh.addIndex(1); mesh.addIndex(2); mesh.addIndex(3); this->mesh_list.push_back(mesh); } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(ofGetFrameNum() * 0.5); ofRotateX(ofGetFrameNum() * 0.25); for (auto& mesh : this->mesh_list) { ofSetColor(39); mesh.drawFaces(); ofSetColor(239); mesh.drawWireframe(); } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |