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球体分割。
Split sphere.
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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; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetColor(39); ofEnableDepthTest(); ofSetLineWidth(0.5); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { this->face.clear(); this->frame.clear(); int radius = 120; int phi_deg_step = 5; for (int x = -300; x <= 300; x += 300) { for (int z = -300; z <= 300; z += 300) { for (float theta_deg = 1; theta_deg < 180; theta_deg += 1) { auto noise_z = radius * cos(theta_deg * DEG_TO_RAD); auto noise_value = ofNoise(x, z, noise_z * 0.02 + ofGetFrameNum() * 0.03); if (noise_value < 0.55) { continue; } auto angle_x = ofMap(ofNoise(x, ofGetFrameNum() * 0.002), 0, 1, -PI * 2, PI * 2); auto rotation_x = glm::rotate(glm::mat4(), angle_x, glm::vec3(1, 0, 0)); auto angle_y = ofMap(ofNoise(z, ofGetFrameNum() * 0.002), 0, 1, -PI * 2, PI * 2); auto rotation_y = glm::rotate(glm::mat4(), angle_y, glm::vec3(0, 1, 0)); auto start_index = this->face.getNumVertices(); for (int phi_deg = 0; phi_deg < 360; phi_deg += phi_deg_step) { auto index = this->face.getNumVertices(); vector<glm::vec3> vertices; vertices.push_back(glm::vec3(x, 0, z) + glm::vec4(radius * sin((theta_deg - 0.5) * DEG_TO_RAD) * cos(phi_deg * DEG_TO_RAD), radius * sin((theta_deg - 0.5) * DEG_TO_RAD) * sin(phi_deg * DEG_TO_RAD), radius * cos((theta_deg - 0.5) * DEG_TO_RAD), 0) * rotation_y * rotation_x); vertices.push_back(glm::vec3(x, 0, z) + glm::vec4(radius * sin((theta_deg + 0.5) * DEG_TO_RAD) * cos(phi_deg * DEG_TO_RAD), radius * sin((theta_deg + 0.5) * DEG_TO_RAD) * sin(phi_deg * DEG_TO_RAD), radius * cos((theta_deg + 0.5) * DEG_TO_RAD), 0) * rotation_y * rotation_x); this->face.addVertices(vertices); this->frame.addVertices(vertices); if (phi_deg > 0) { this->face.addIndex(index + 0); this->face.addIndex(index - 2); this->face.addIndex(index - 1); this->face.addIndex(index + 0); this->face.addIndex(index - 1); this->face.addIndex(index + 1); this->face.addIndex(index + 0); this->face.addIndex(index - 2); this->face.addIndex(start_index + 0); this->face.addIndex(index + 1); this->face.addIndex(index - 1); this->face.addIndex(start_index + 1); this->frame.addIndex(index + 0); this->frame.addIndex(index - 2); this->frame.addIndex(index + 1); this->frame.addIndex(index - 1); } } auto index = this->face.getNumVertices() - 2; this->face.addIndex(start_index + 0); this->face.addIndex(index + 0); this->face.addIndex(index + 1); this->face.addIndex(start_index + 1); this->face.addIndex(index + 1); this->face.addIndex(start_index + 1); this->frame.addIndex(start_index + 0); this->frame.addIndex(index + 0); this->frame.addIndex(start_index + 1); this->frame.addIndex(index + 1); } } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateX(270); ofSetColor(39); this->face.draw(); ofSetColor(239, 96); this->frame.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |