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箱トレイン。
Boxes tied in row.
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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 setBoxToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float height, float width, float depth, glm::vec2 noise_seed, float noise_step); ofEasyCam cam; ofMesh face, frame; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofSetLineWidth(2); ofEnableDepthTest(); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face.clear(); this->frame.clear(); auto noise_seed_1 = glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000)); auto noise_seed_2 = glm::vec2(ofRandom(1000), ofRandom(1000)); for (int i = 0; i < 30; i++) { auto noise_step = ofGetFrameNum() * 0.005 + i * 0.03; auto location = glm::vec3( ofMap(ofNoise(noise_seed_1.x, noise_step), 0, 1, -300, 300), ofMap(ofNoise(noise_seed_1.y, noise_step), 0, 1, -300, 300), ofMap(ofNoise(noise_seed_1.z, noise_step), 0, 1, -300, 300) ); this->setBoxToMesh(this->face, this->frame, location, 20, 50, 20, noise_seed_2, noise_step); } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofSetColor(39); this->face.draw(); ofSetColor(239); this->frame.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- void ofApp::setBoxToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float height, float width, float depth, glm::vec2 noise_seed, float noise_step) { int index = face_target.getVertices().size(); auto rotation_y = glm::rotate(glm::mat4(), ofMap(ofNoise(noise_seed.y, noise_step), 0, 1, -PI * 2, PI * 2), glm::vec3(0, 1, 0)); auto rotation_x = glm::rotate(glm::mat4(), ofMap(ofNoise(noise_seed.x, noise_step), 0, 1, -PI * 2, PI * 2), glm::vec3(1, 0, 0)); vector<glm::vec3> vertices; vertices.push_back(glm::vec3(width * -0.5, height * 0.5, depth * -0.5)); vertices.push_back(glm::vec3(width * 0.5, height * 0.5, depth * -0.5)); vertices.push_back(glm::vec3(width * 0.5, height * 0.5, depth * 0.5)); vertices.push_back(glm::vec3(width * -0.5, height * 0.5, depth * 0.5)); vertices.push_back(glm::vec3(width * -0.5, height * -0.5, depth * -0.5)); vertices.push_back(glm::vec3(width * 0.5, height * -0.5, depth * -0.5)); vertices.push_back(glm::vec3(width * 0.5, height * -0.5, depth * 0.5)); vertices.push_back(glm::vec3(width * -0.5, height * -0.5, depth * 0.5)); for (auto& vertex : vertices) { vertex = location + glm::vec4(vertex, 0) * rotation_y * rotation_x; } face_target.addVertices(vertices); frame_target.addVertices(vertices); face_target.addIndex(index + 0); face_target.addIndex(index + 1); face_target.addIndex(index + 2); face_target.addIndex(index + 0); face_target.addIndex(index + 2); face_target.addIndex(index + 3); face_target.addIndex(index + 4); face_target.addIndex(index + 5); face_target.addIndex(index + 6); face_target.addIndex(index + 4); face_target.addIndex(index + 6); face_target.addIndex(index + 7); face_target.addIndex(index + 0); face_target.addIndex(index + 4); face_target.addIndex(index + 1); face_target.addIndex(index + 4); face_target.addIndex(index + 5); face_target.addIndex(index + 1); face_target.addIndex(index + 1); face_target.addIndex(index + 5); face_target.addIndex(index + 6); face_target.addIndex(index + 6); face_target.addIndex(index + 2); face_target.addIndex(index + 1); face_target.addIndex(index + 2); face_target.addIndex(index + 6); face_target.addIndex(index + 7); face_target.addIndex(index + 7); face_target.addIndex(index + 3); face_target.addIndex(index + 2); face_target.addIndex(index + 3); face_target.addIndex(index + 7); face_target.addIndex(index + 4); face_target.addIndex(index + 4); face_target.addIndex(index + 0); face_target.addIndex(index + 3); frame_target.addIndex(index + 0); frame_target.addIndex(index + 1); frame_target.addIndex(index + 1); frame_target.addIndex(index + 2); frame_target.addIndex(index + 2); frame_target.addIndex(index + 3); frame_target.addIndex(index + 3); frame_target.addIndex(index + 0); frame_target.addIndex(index + 4); frame_target.addIndex(index + 5); frame_target.addIndex(index + 5); frame_target.addIndex(index + 6); frame_target.addIndex(index + 6); frame_target.addIndex(index + 7); frame_target.addIndex(index + 7); frame_target.addIndex(index + 4); frame_target.addIndex(index + 0); frame_target.addIndex(index + 4); frame_target.addIndex(index + 1); frame_target.addIndex(index + 5); frame_target.addIndex(index + 2); frame_target.addIndex(index + 6); frame_target.addIndex(index + 3); frame_target.addIndex(index + 7); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |