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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 face, frame; int number_of_belts; vector<float> noise_seed_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(0); ofEnableBlendMode(ofBlendMode::OF_BLENDMODE_ADD); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); this->number_of_belts = 2; for (int i = 0; i < this->number_of_belts; i++) { this->noise_seed_list.push_back(ofRandom(1000)); } } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face.clear(); this->frame.clear(); ofColor color; color.setHsb(165, 255, 255); for (int x = -250; x <= 250; x += 500) { for (int y = -250; y <= 250; y += 500) { for (int i = 0; i < this->number_of_belts; i++) { auto noise_seed = glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000)); for (int k = 0; k < 180; k++) { int deg = ofRandom(360); auto angle_x = ofMap(ofNoise(noise_seed.x, cos(deg * DEG_TO_RAD) * 0.2, this->noise_seed_list[i]), 0, 1, -PI, PI); auto angle_y = ofMap(ofNoise(noise_seed.y, sin(deg * DEG_TO_RAD) * 0.2, this->noise_seed_list[i]), 0, 1, -PI, PI); auto angle_z = ofMap(ofNoise(noise_seed.z, this->noise_seed_list[i]), 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)); auto location = glm::vec3(230 * cos(deg * DEG_TO_RAD), 230 * sin(deg * DEG_TO_RAD), ofMap(ofNoise(ofRandom(1000), this->noise_seed_list[i]), 0, 1, -50, 50)); location = glm::vec4(location, 0) * rotation_z * rotation_y * rotation_x; this->face.addVertex(location + glm::vec3(x, y, 0)); this->frame.addVertex(location + glm::vec3(x, y, 0)); this->face.addColor(ofColor(color, 32)); this->frame.addColor(color); } } } } for (int i = 0; i < this->face.getNumVertices(); i++) { vector<int> near_index_list; auto location = this->face.getVertex(i); for (int k = 0; k < this->face.getNumVertices(); k++) { auto other = this->face.getVertex(k); auto distance = glm::distance(location, other); if (distance < 40) { near_index_list.push_back(k); } } if (near_index_list.size() > 3) { for (int k = 0; k < near_index_list.size() - 2; k++) { this->face.addIndex(i); this->face.addIndex(near_index_list[k]); this->face.addIndex(near_index_list[k + 1]); this->frame.addIndex(i); this->frame.addIndex(near_index_list[k]); this->frame.addIndex(i); this->frame.addIndex(near_index_list[k + 1]); } } } auto frame = 60; auto param = ofGetFrameNum() % (frame * this->number_of_belts); auto index = param / frame; for (int i = 0; i < this->number_of_belts; i++) { if (i == index) { auto f = ofGetFrameNum() % frame; if (f > frame * 0.5) { this->noise_seed_list[index] += ofMap(f, frame * 0.5, frame, 0.03, 0.0001); } else { this->noise_seed_list[index] += ofMap(f, 0, frame * 0.5, 0.0001, 0.03); } } else { this->noise_seed_list[i] += 0.0001; } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); this->face.draw(); this->frame.drawWireframe(); for (int i = 0; i < this->frame.getNumVertices(); i++) { ofSetColor(this->frame.getColor(i)); ofDrawSphere(this->frame.getVertex(i), 3); } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |