[ Video ]
[ About ]
くるくる円形。
Round and round.
[ Source ]
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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 mouseEntered(int x, int y) {}; void mouseExited(int x, int y) {}; 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 x = -800; x <= 800; x += 800) { for (int y = -800; y <= 800; y += 800) { this->setRingToMesh(this->face, this->frame, glm::vec3(x, y, 0), 0, 180, 20); for (auto radius = 120; radius < 360; radius += 60) { this->setRingToMesh(this->face, this->frame, glm::vec3(x, y, 0), radius, 60, 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) { auto noise_seed = glm::vec2(ofRandom(1000), ofRandom(1000)); auto noise_value = glm::vec2(ofNoise(noise_seed.x, ofGetFrameNum() * 0.002), ofNoise(noise_seed.y, ofGetFrameNum() * 0.002)); auto angle_x = ofMap(noise_value.x, 0, 1, -PI * 2, PI * 2); auto angle_y = ofMap(noise_value.y, 0, 1, -PI * 2, PI * 2); 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)); 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) { vertex = location + glm::vec4(vertex, 0) * rotation_y * rotation_x; } 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()); } |