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ねじれる円。
Twisting circles.
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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) {}; 	void setRingToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float radius, float width, float height); 	ofEasyCam cam; 	ofMesh face, frame; };  | 
					
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						#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(60); 	ofSetWindowTitle("openFrameworks"); 	ofBackground(239); 	ofEnableDepthTest(); 	this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { 	ofSeedRandom(39); 	this->face.clear(); 	this->frame.clear(); 	for (int radius = 50; radius < 200; radius += 40) { 		this->setRingToMesh(this->face, this->frame, glm::vec3(), radius, 18, 20); 	} } //-------------------------------------------------------------- void ofApp::draw() { 	this->cam.begin(); 	ofSetColor(39); 	this->face.draw(); 	ofSetColor(239); 	this->frame.drawWireframe(); 	this->cam.end(); } //-------------------------------------------------------------- void ofApp::setRingToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float radius, float width, float height) { 	int index = face_target.getNumVertices(); 	auto noise_seed = glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000)); 	for (int deg = 0; deg < 360; deg += 1) { 		auto face_index = face_target.getNumVertices(); 		vector<glm::vec3> vertices; 		vertices.push_back(glm::vec3((radius + width * 0.5) * cos(deg * DEG_TO_RAD), (radius + width * 0.5) * sin(deg * DEG_TO_RAD), height * -0.5)); 		vertices.push_back(glm::vec3((radius + width * 0.5) * cos((deg + 1) * DEG_TO_RAD), (radius + width * 0.5) * sin((deg + 1) * DEG_TO_RAD), height * -0.5)); 		vertices.push_back(glm::vec3((radius + width * 0.5) * cos((deg + 1) * DEG_TO_RAD), (radius + width * 0.5) * sin((deg + 1) * DEG_TO_RAD), height * 0.5)); 		vertices.push_back(glm::vec3((radius + width * 0.5) * cos(deg * DEG_TO_RAD), (radius + width * 0.5) * sin(deg * DEG_TO_RAD), height * 0.5)); 		vertices.push_back(glm::vec3((radius - width * 0.5) * cos(deg * DEG_TO_RAD), (radius - width * 0.5) * sin(deg * DEG_TO_RAD), height * -0.5)); 		vertices.push_back(glm::vec3((radius - width * 0.5) * cos((deg + 1) * DEG_TO_RAD), (radius - width * 0.5) * sin((deg + 1) * DEG_TO_RAD), height * -0.5)); 		vertices.push_back(glm::vec3((radius - width * 0.5) * cos((deg + 1) * DEG_TO_RAD), (radius - width * 0.5) * sin((deg + 1) * DEG_TO_RAD), height * 0.5)); 		vertices.push_back(glm::vec3((radius - width * 0.5) * cos(deg * DEG_TO_RAD), (radius - width * 0.5) * sin(deg * DEG_TO_RAD), height * 0.5)); 		for (auto& vertex : vertices) { 			auto angle_x = ofMap(ofNoise(noise_seed.x + vertex.x * ofMap(radius, 50, 350, 0.0005, 0.00035), ofGetFrameNum() * ofMap(radius, 50, 350, 0.0035, 0.001)), 0, 1, -PI, PI); 			auto angle_y = ofMap(ofNoise(noise_seed.y + vertex.y * ofMap(radius, 50, 350, 0.0005, 0.00035), ofGetFrameNum() * ofMap(radius, 50, 350, 0.0035, 0.001)), 0, 1, -PI, PI); 			auto angle_z = ofMap(ofNoise(noise_seed.z + vertex.z * ofMap(radius, 50, 350, 0.0005, 0.00035), ofGetFrameNum() * ofMap(radius, 50, 350, 0.0035, 0.001)), 0, 1, -PI, PI); 			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(vertex, 0) * rotation_z * rotation_y * rotation_x + glm::vec4(location, 0); 		} 		face_target.addVertices(vertices); 		face_target.addIndex(face_index + 0); face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 2); 		face_target.addIndex(face_index + 0); face_target.addIndex(face_index + 2); face_target.addIndex(face_index + 3); 		face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 5); face_target.addIndex(face_index + 6); 		face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 6); face_target.addIndex(face_index + 7); 		face_target.addIndex(face_index + 0); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 5); 		face_target.addIndex(face_index + 0); face_target.addIndex(face_index + 5); face_target.addIndex(face_index + 1); 		face_target.addIndex(face_index + 3); face_target.addIndex(face_index + 7); face_target.addIndex(face_index + 6); 		face_target.addIndex(face_index + 3); face_target.addIndex(face_index + 6); face_target.addIndex(face_index + 2); 		auto frame_index = frame_target.getNumVertices(); 		frame_target.addVertices(vertices); 		frame_target.addIndex(frame_index + 0); frame_target.addIndex(frame_index + 1); 		frame_target.addIndex(frame_index + 2); frame_target.addIndex(frame_index + 3); 		frame_target.addIndex(frame_index + 4); frame_target.addIndex(frame_index + 5); 		frame_target.addIndex(frame_index + 6); frame_target.addIndex(frame_index + 7); 	} } //-------------------------------------------------------------- int main() { 	ofSetupOpenGL(720, 720, OF_WINDOW); 	ofRunApp(new ofApp()); }  |