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柱で球体。
Sphere with pillars.
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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; 	vector<ofMeshFace> triangle_list; 	ofMesh mesh, frame; };  | 
					
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						#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(30); 	ofSetWindowTitle("openFrameworks"); 	ofBackground(0); 	ofEnableDepthTest(); 	auto ico_sphere = ofIcoSpherePrimitive(300, 3); 	this->triangle_list.insert(this->triangle_list.end(), ico_sphere.getMesh().getUniqueFaces().begin(), ico_sphere.getMesh().getUniqueFaces().end()); 	this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { 	this->mesh.clear(); 	this->frame.clear(); 	for (float radius = 150; radius <= 300; radius += 10) { 		for (int i = 0; i < this->triangle_list.size(); i++) { 			glm::vec3 avg = (this->triangle_list[i].getVertex(0) + this->triangle_list[i].getVertex(1) + this->triangle_list[i].getVertex(2)) / 3; 			auto noise_value = ofNoise(avg.y * 0.0065 + ofGetFrameNum() * 0.035, avg.x * 0.0025, avg.z * 0.0025); 			if (noise_value < 0.35) { noise_value = 0; } 			else if (noise_value > 0.7) { noise_value = 1; } 			else { noise_value = ofMap(noise_value, 0.35, 0.7, 0, 1); } 			vector<glm::vec3> vertices; 			vertices.push_back(glm::normalize(this->triangle_list[i].getVertex(0)) * (radius + 5) - avg); 			vertices.push_back(glm::normalize(this->triangle_list[i].getVertex(1)) * (radius + 5) - avg); 			vertices.push_back(glm::normalize(this->triangle_list[i].getVertex(2)) * (radius + 5) - avg); 			vertices.push_back(glm::normalize(this->triangle_list[i].getVertex(0)) * (radius - 5) - avg); 			vertices.push_back(glm::normalize(this->triangle_list[i].getVertex(1)) * (radius - 5) - avg); 			vertices.push_back(glm::normalize(this->triangle_list[i].getVertex(2)) * (radius - 5) - avg); 			for (auto& vertex : vertices) { 				vertex *= noise_value; 				vertex += avg; 			} 			this->mesh.addVertices(vertices); 			this->frame.addVertices(vertices); 			for (int k = 0; k < 6; k++) { 				this->mesh.addColor(ofColor(0)); 				this->frame.addColor(ofColor(255)); 			} 			this->mesh.addTriangle(this->mesh.getNumVertices() - 1, this->mesh.getNumVertices() - 2, this->mesh.getNumVertices() - 3); 			this->mesh.addTriangle(this->mesh.getNumVertices() - 4, this->mesh.getNumVertices() - 5, this->mesh.getNumVertices() - 6); 			this->mesh.addTriangle(this->mesh.getNumVertices() - 1, this->mesh.getNumVertices() - 2, this->mesh.getNumVertices() - 5); 			this->mesh.addTriangle(this->mesh.getNumVertices() - 1, this->mesh.getNumVertices() - 5, this->mesh.getNumVertices() - 4); 			this->mesh.addTriangle(this->mesh.getNumVertices() - 1, this->mesh.getNumVertices() - 3, this->mesh.getNumVertices() - 6); 			this->mesh.addTriangle(this->mesh.getNumVertices() - 1, this->mesh.getNumVertices() - 6, this->mesh.getNumVertices() - 4); 			this->mesh.addTriangle(this->mesh.getNumVertices() - 2, this->mesh.getNumVertices() - 3, this->mesh.getNumVertices() - 6); 			this->mesh.addTriangle(this->mesh.getNumVertices() - 2, this->mesh.getNumVertices() - 6, this->mesh.getNumVertices() - 5); 			if (radius == 150) { 				this->frame.addIndex(this->frame.getNumVertices() - 1); this->frame.addIndex(this->frame.getNumVertices() - 2); 				this->frame.addIndex(this->frame.getNumVertices() - 2); this->frame.addIndex(this->frame.getNumVertices() - 3); 				this->frame.addIndex(this->frame.getNumVertices() - 1); this->frame.addIndex(this->frame.getNumVertices() - 3); 			} 			if(radius == 300){ 				this->frame.addIndex(this->frame.getNumVertices() - 4); this->frame.addIndex(this->frame.getNumVertices() - 5); 				this->frame.addIndex(this->frame.getNumVertices() - 5); this->frame.addIndex(this->frame.getNumVertices() - 6); 				this->frame.addIndex(this->frame.getNumVertices() - 4); this->frame.addIndex(this->frame.getNumVertices() - 6); 			} 			this->frame.addIndex(this->frame.getNumVertices() - 1); this->frame.addIndex(this->frame.getNumVertices() - 4); 			this->frame.addIndex(this->frame.getNumVertices() - 2); this->frame.addIndex(this->frame.getNumVertices() - 5); 			this->frame.addIndex(this->frame.getNumVertices() - 3); this->frame.addIndex(this->frame.getNumVertices() - 6); 		} 	} } //-------------------------------------------------------------- void ofApp::draw() { 	this->cam.begin(); 	ofRotateY(ofGetFrameNum() * 0.333333333333333333); 	ofSetColor(239); 	this->mesh.drawFaces(); 	ofSetColor(39); 	this->frame.drawWireframe(); 	this->cam.end(); } //-------------------------------------------------------------- int main() { 	ofSetupOpenGL(720, 720, OF_WINDOW); 	ofRunApp(new ofApp()); }  |