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球体座標上のリボン。
Ribbons on sphere.
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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<glm::vec3> base_vertices; ofMesh face, frame; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetLineWidth(1.5); ofEnableDepthTest(); auto ico_sphere = ofIcoSpherePrimitive(250, 2); auto triangles = ico_sphere.getMesh().getUniqueFaces(); for (auto& triangle : triangles) { auto avg = glm::vec3(triangle.getVertex(0) + triangle.getVertex(1) + triangle.getVertex(2)) / 3; this->base_vertices.push_back(avg); } this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face.clear(); this->frame.clear(); auto noise_seed = glm::vec2(ofRandom(1000), ofRandom(1000)); auto param = glm::vec3(3.5, 0, 0); for (auto& vertex : this->base_vertices) { int start_index = this->frame.getNumVertices(); for (int i = 0; i < 20; i++) { auto rotation_x = glm::rotate(glm::mat4(), ofMap(ofNoise(noise_seed.x, (ofGetFrameNum() + i) * 0.005), 0, 1, -PI, PI), glm::vec3(1, 0, 0)); auto rotation_y = glm::rotate(glm::mat4(), ofMap(ofNoise(noise_seed.y, (ofGetFrameNum() + i) * 0.005), 0, 1, -PI, PI), glm::vec3(0, 1, 0)); auto next_rotation_x = glm::rotate(glm::mat4(), ofMap(ofNoise(noise_seed.x, (ofGetFrameNum() + i + 1) * 0.005), 0, 1, -PI, PI), glm::vec3(1, 0, 0)); auto next_rotation_y = glm::rotate(glm::mat4(), ofMap(ofNoise(noise_seed.y, (ofGetFrameNum() + i + 1) * 0.005), 0, 1, -PI, PI), glm::vec3(0, 1, 0)); glm::vec3 tmp = glm::vec4(vertex, 0) * rotation_y * rotation_x; glm::vec3 next_tmp = glm::vec4(vertex, 0) * next_rotation_y * next_rotation_x; glm::vec3 direction = next_tmp - tmp; auto theta = atan2(direction.y, direction.x); auto tmp_rotation_x = glm::rotate(glm::mat4(), (float)(PI * 0.5), glm::vec3(1, 0, 0)); auto tmp_rotation_y = glm::rotate(glm::mat4(), (float)(theta + PI * 0.5), glm::vec3(0, 1, 0)); glm::vec3 tmp_param = glm::vec4(param, 0) * tmp_rotation_y * tmp_rotation_x; int face_index = this->face.getNumVertices() - 2; int frame_index = this->frame.getNumVertices() - 2; this->face.addVertex(tmp + tmp_param); this->face.addVertex(tmp - tmp_param); this->frame.addVertex(tmp + tmp_param); this->frame.addVertex(tmp - tmp_param); if (i > 0) { this->face.addIndex(face_index + 0); this->face.addIndex(face_index + 1); this->face.addIndex(face_index + 3); this->face.addIndex(face_index + 0); this->face.addIndex(face_index + 3); this->face.addIndex(face_index + 2); this->frame.addIndex(frame_index + 0); this->frame.addIndex(frame_index + 2); this->frame.addIndex(frame_index + 1); this->frame.addIndex(frame_index + 3); } } this->frame.addIndex(start_index + 0); this->frame.addIndex(start_index + 1); this->frame.addIndex(frame.getNumVertices() - 1); this->frame.addIndex(frame.getNumVertices() - 2); } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofSetColor(39); this->face.draw(); ofSetColor(239); this->frame.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(1280, 720, OF_WINDOW); ofRunApp(new ofApp()); } |