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揺れるハート。
Twisted Heart.
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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) {}; glm::vec2 make_point(float theta); 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(); auto rotate_y = ofGetFrameNum() * 2; for (int x = -600; x <= 600; x += 600) { for (int y = -600; y <= 600; y += 600) { for (int z = -600; z <= 600; z += 600) { auto noise_seed = ofRandom(1000); auto rotation_y = glm::rotate(glm::mat4(), rotate_y * (float)DEG_TO_RAD, glm::vec3(0, 1, 0)); for (float scale = 4; scale <= 12; scale += 4) { auto start_index = this->face.getNumVertices(); auto scale_param = ofMap(ofNoise(noise_seed, scale * 0.05 + ofGetFrameNum() * 0.05), 0, 1, -1.5, 1.5); for (int deg = 0; deg < 360; deg += 10) { auto tmp_scale = scale + scale_param; vector<glm::vec3> vertices; vertices.push_back(glm::vec3(x, y, z) + glm::vec4(this->make_point(deg * DEG_TO_RAD) * scale, -15, 0) * rotation_y); vertices.push_back(glm::vec3(x, y, z) + glm::vec4(this->make_point(deg * DEG_TO_RAD) * (scale + 2.5), -15, 0) * rotation_y); vertices.push_back(glm::vec3(x, y, z) + glm::vec4(this->make_point((deg + 10) * DEG_TO_RAD) * (scale + 2.5), -15, 0) * rotation_y); vertices.push_back(glm::vec3(x, y, z) + glm::vec4(this->make_point((deg + 10) * DEG_TO_RAD) * scale, -15, 0) * rotation_y); vertices.push_back(glm::vec3(x, y, z) + glm::vec4(this->make_point(deg * DEG_TO_RAD) * scale, 15, 0) * rotation_y); vertices.push_back(glm::vec3(x, y, z) + glm::vec4(this->make_point(deg * DEG_TO_RAD) * (scale + 2.5), 15, 0) * rotation_y); vertices.push_back(glm::vec3(x, y, z) + glm::vec4(this->make_point((deg + 10) * DEG_TO_RAD) * (scale + 2.5), 15, 0) * rotation_y); vertices.push_back(glm::vec3(x, y, z) + glm::vec4(this->make_point((deg + 10) * DEG_TO_RAD) * scale, 15, 0) * rotation_y); for (int i = 0; i < vertices.size(); i++) { auto rotation_y = glm::rotate(glm::mat4(), ofMap(ofNoise(vertices[i].y * 0.0002 + ofGetFrameNum() * 0.008), 0, 1, PI * -2.5, PI * 2.5), glm::vec3(0, 1, 0)); auto rotation_x = glm::rotate(glm::mat4(), ofMap(ofNoise(vertices[i].x * 0.0002 + ofGetFrameNum() * 0.008), 0, 1, PI * -2.5, PI * 2.5), glm::vec3(1, 0, 0)); vertices[i] = glm::vec4(vertices[i], 0) * rotation_y * rotation_x; } auto index = this->face.getNumVertices(); this->face.addVertices(vertices); this->frame.addVertices(vertices); this->face.addIndex(index + 0); this->face.addIndex(index + 1); this->face.addIndex(index + 2); this->face.addIndex(index + 0); this->face.addIndex(index + 2); this->face.addIndex(index + 3); this->face.addIndex(index + 4); this->face.addIndex(index + 5); this->face.addIndex(index + 6); this->face.addIndex(index + 4); this->face.addIndex(index + 6); this->face.addIndex(index + 7); this->face.addIndex(index + 0); this->face.addIndex(index + 4); this->face.addIndex(index + 1); this->face.addIndex(index + 4); this->face.addIndex(index + 5); this->face.addIndex(index + 1); this->face.addIndex(index + 1); this->face.addIndex(index + 5); this->face.addIndex(index + 6); this->face.addIndex(index + 6); this->face.addIndex(index + 2); this->face.addIndex(index + 1); this->face.addIndex(index + 2); this->face.addIndex(index + 6); this->face.addIndex(index + 7); this->face.addIndex(index + 7); this->face.addIndex(index + 3); this->face.addIndex(index + 2); this->face.addIndex(index + 3); this->face.addIndex(index + 7); this->face.addIndex(index + 4); this->face.addIndex(index + 4); this->face.addIndex(index + 0); this->face.addIndex(index + 3); this->frame.addIndex(index + 0); this->frame.addIndex(index + 3); this->frame.addIndex(index + 1); this->frame.addIndex(index + 2); this->frame.addIndex(index + 4); this->frame.addIndex(index + 7); this->frame.addIndex(index + 5); this->frame.addIndex(index + 6); } } rotate_y += 40; } } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateX(180); ofSetColor(235, 110, 160); this->face.draw(); ofSetColor(239); this->frame.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- // Reference by https://twitter.com/shiffman/status/1095764239665512453 glm::vec2 ofApp::make_point(float theta) { float x = 16 * (pow(sin(theta), 3)); float y = 13 * cos(theta) - 5 * cos(2 * theta) - 2 * cos(3 * theta) - cos(4 * theta); return glm::vec2(x, -y); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |