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箱のサイズを色々変える。
Various sizes.
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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 setBoxRecursive(glm::vec3 location, float size); void setBoxToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float size); void setBoxToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float height, float width, float depth); ofEasyCam cam; ofMesh face, frame; vector<glm::vec3> location_list; vector<ofColor> color_list; float noise_param; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(0); ofEnableDepthTest(); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); if (ofGetFrameNum() % 120 < 45) { this->noise_param += ofMap(ofGetFrameNum() % 60, 0, 45, 0.05, 0.001); } this->face.clear(); this->frame.clear(); this->setBoxRecursive(glm::vec3(0, 0, 0), 300); } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(ofGetFrameNum() * 0.333333); this->face.draw(); this->frame.drawWireframe(); ofSetColor(255); for (auto& vertex : this->face.getVertices()) { ofDrawSphere(vertex, 3); } this->cam.end(); } //-------------------------------------------------------------- void ofApp::setBoxRecursive(glm::vec3 location, float size) { vector<glm::vec3> location_list = { location + glm::vec3(-size * 0.5, -size * 0.5, size * 0.5), location + glm::vec3(-size * 0.5, size * 0.5, size * 0.5), location + glm::vec3(size * 0.5, size * 0.5, size * 0.5), location + glm::vec3(size * 0.5, -size * 0.5, size * 0.5), location + glm::vec3(-size * 0.5, -size * 0.5, -size * 0.5), location + glm::vec3(-size * 0.5, size * 0.5, -size * 0.5), location + glm::vec3(size * 0.5, size * 0.5, -size * 0.5), location + glm::vec3(size * 0.5, -size * 0.5, -size * 0.5) }; if (size < 50) { for (auto& l : location_list) { auto noise_value = ofNoise(glm::vec4(l * 0.05, this->noise_param)); if (noise_value < 0.50) { this->setBoxToMesh(this->face, this->frame, l, size); } } } else { for (auto& l : location_list) { auto noise_value = ofNoise(glm::vec4(l * 0.05, this->noise_param)); if (size == 300 || noise_value < 0.45) { this->setBoxRecursive(l, size * 0.5); } else if (noise_value < 0.50) { /* auto size_param = ofMap(noise_value, 0.45, 0.7, 0, 1); this->setBoxToMesh(this->face, this->frame, l, size * 1); */ } else { this->setBoxToMesh(this->face, this->frame, l, size); } } } } //-------------------------------------------------------------- void ofApp::setBoxToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float size) { this->setBoxToMesh(face_target, frame_target, location, size, size, size); } //-------------------------------------------------------------- void ofApp::setBoxToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float height, float width, float depth) { auto noise_value = ofNoise(glm::vec4(location * 0.005, ofGetFrameNum() * 0.008)); if (noise_value < 0.45) { noise_value = 0; } else if (noise_value < 0.75) { noise_value = ofMap(noise_value, 0.45, 0.75, 0, 1); } else { noise_value = 1; } int face_index = face_target.getNumVertices(); int frame_index = frame_target.getNumVertices(); 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) { auto noise_vertex = glm::vec3( ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.015), 0, 1, -width * 0.5, width * 0.5), ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.015), 0, 1, -height * 0.5, height * 0.5), ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.015), 0, 1, -depth * 0.5, depth * 0.5)); auto distance = vertex - noise_vertex * noise_value; auto d = (distance / 1) * noise_value; face_target.addVertex(location + vertex * 0.99 - d); frame_target.addVertex(location + vertex - d); } face_target.addIndex(face_index + 0); face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 2); face_target.addIndex(face_index + 0); face_target.addIndex(face_index + 2); face_target.addIndex(face_index + 3); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 5); face_target.addIndex(face_index + 6); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 6); face_target.addIndex(face_index + 7); face_target.addIndex(face_index + 0); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 5); face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 5); face_target.addIndex(face_index + 6); face_target.addIndex(face_index + 6); face_target.addIndex(face_index + 2); face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 2); face_target.addIndex(face_index + 6); face_target.addIndex(face_index + 7); face_target.addIndex(face_index + 7); face_target.addIndex(face_index + 3); face_target.addIndex(face_index + 2); face_target.addIndex(face_index + 3); face_target.addIndex(face_index + 7); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 0); face_target.addIndex(face_index + 3); frame_target.addIndex(frame_index + 0); frame_target.addIndex(frame_index + 1); frame_target.addIndex(frame_index + 1); frame_target.addIndex(frame_index + 2); frame_target.addIndex(frame_index + 2); frame_target.addIndex(frame_index + 3); frame_target.addIndex(frame_index + 3); frame_target.addIndex(frame_index + 0); frame_target.addIndex(frame_index + 4); frame_target.addIndex(frame_index + 5); frame_target.addIndex(frame_index + 5); frame_target.addIndex(frame_index + 6); frame_target.addIndex(frame_index + 6); frame_target.addIndex(frame_index + 7); frame_target.addIndex(frame_index + 7); frame_target.addIndex(frame_index + 4); frame_target.addIndex(frame_index + 0); frame_target.addIndex(frame_index + 4); frame_target.addIndex(frame_index + 1); frame_target.addIndex(frame_index + 5); frame_target.addIndex(frame_index + 2); frame_target.addIndex(frame_index + 6); frame_target.addIndex(frame_index + 3); frame_target.addIndex(frame_index + 7); for (int i = 0; i < 8; i++) { face_target.addColor(ofColor(0)); frame_target.addColor(ofColor(255)); } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |