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伸縮する箱。
Stretch boxes.
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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, float rotate_deg); ofEasyCam cam; ofMesh face, frame; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetColor(39); ofEnableDepthTest(); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face.clear(); this->frame.clear(); float total_height = 600; float total_len = total_height * 5; float total_height_noise_value = 0; float total_len_noise_value = 0; vector<float> height_noise_value_list; vector<float> len_noise_value_list; for (int i = 0; i < 10; i++) { auto noise_value = ofNoise(ofRandom(1000), ofGetFrameNum() * 0.005); height_noise_value_list.push_back(noise_value); total_height_noise_value += noise_value; noise_value = ofNoise(ofRandom(1000), ofGetFrameNum() * 0.005); len_noise_value_list.push_back(noise_value); total_len_noise_value += noise_value; } float height_param = total_height / total_height_noise_value; float len_param = total_len / total_len_noise_value; float y = -300; float prev_height = 0; for (int i = 0; i < 10; i++) { auto len = len_noise_value_list[i] * len_param; auto height = height_noise_value_list[i] * height_param; y += height * 0.5 + prev_height * 0.5; this->setBoxToMesh(this->face, this->frame, glm::vec3(0, y, 0), height - 4, len, len, ofMap(ofNoise(ofRandom(360), ofGetFrameNum() * 0.002), 0, 1, -360, 360)); prev_height = height; } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofSetColor(239); this->face.draw(); ofSetColor(39); this->frame.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- void ofApp::setBoxToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float height, float width, float depth, float rotate_deg) { float rad = rotate_deg * DEG_TO_RAD; auto rotation = glm::rotate(glm::mat4(), rad, glm::vec3(0, 1, 0)); int index = face_target.getVertices().size(); face_target.addVertex(location + glm::vec4(width * -0.5 * 0.99, height * 0.5 * 0.99, depth * -0.5 * 0.99, 0) * rotation); face_target.addVertex(location + glm::vec4(width * 0.5 * 0.99, height * 0.5 * 0.99, depth * -0.5 * 0.99, 0) * rotation); face_target.addVertex(location + glm::vec4(width * 0.5 * 0.99, height * 0.5 * 0.99, depth * 0.5 * 0.99, 0) * rotation); face_target.addVertex(location + glm::vec4(width * -0.5 * 0.99, height * 0.5 * 0.99, depth * 0.5 * 0.99, 0) * rotation); face_target.addVertex(location + glm::vec4(width * -0.5 * 0.99, height * -0.5 * 0.99, depth * -0.5 * 0.99, 0) * rotation); face_target.addVertex(location + glm::vec4(width * 0.5 * 0.99, height * -0.5 * 0.99, depth * -0.5 * 0.99, 0) * rotation); face_target.addVertex(location + glm::vec4(width * 0.5 * 0.99, height * -0.5 * 0.99, depth * 0.5 * 0.99, 0) * rotation); face_target.addVertex(location + glm::vec4(width * -0.5 * 0.99, height * -0.5 * 0.99, depth * 0.5 * 0.99, 0) * rotation); 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.addVertex(location + glm::vec4(width * -0.5, height * 0.5, depth * -0.5, 0) * rotation); frame_target.addVertex(location + glm::vec4(width * 0.5, height * 0.5, depth * -0.5, 0) * rotation); frame_target.addVertex(location + glm::vec4(width * 0.5, height * 0.5, depth * 0.5, 0) * rotation); frame_target.addVertex(location + glm::vec4(width * -0.5, height * 0.5, depth * 0.5, 0) * rotation); frame_target.addVertex(location + glm::vec4(width * -0.5, height * -0.5, depth * -0.5, 0) * rotation); frame_target.addVertex(location + glm::vec4(width * 0.5, height * -0.5, depth * -0.5, 0) * rotation); frame_target.addVertex(location + glm::vec4(width * 0.5, height * -0.5, depth * 0.5, 0) * rotation); frame_target.addVertex(location + glm::vec4(width * -0.5, height * -0.5, depth * 0.5, 0) * rotation); 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()); } |