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波で模様替え。
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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 mouseEntered(int x, int y) {}; void mouseExited(int x, int y) {}; void windowResized(int w, int h) {}; void dragEvent(ofDragInfo dragInfo) {}; void gotMessage(ofMessage msg) {}; void setHexagonToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float radius, float height, glm::vec3 noise_deg, ofColor face_color, ofColor frame_color); ofEasyCam cam; ofMesh face, frame; vector<glm::vec2> location_list; vector<glm::vec3> noise_seed_list; vector<ofColor> color_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(255); ofSetLineWidth(2); ofEnableDepthTest(); auto radius = 12; auto x_span = radius * sqrt(3); auto flg = true; for (float y = -650; y < 650; y += radius * 1.5) { for (float x = -650; x < 650; x += x_span) { glm::vec2 location; if (flg) { location = glm::vec2(x, y); } else { location = glm::vec2(x + (x_span / 2), y); } this->location_list.push_back(location); this->noise_seed_list.push_back(glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000))); this->color_list.push_back(ofColor(0)); } flg = !flg; } this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { this->face.clear(); this->frame.clear(); auto radius = 12; auto height = 5.f; // 配色デザイン ビビッドブルー P144 vector<ofColor> color_palette; color_palette.push_back(ofColor(18, 85, 163)); color_palette.push_back(ofColor(0, 165, 231)); color_palette.push_back(ofColor(93, 177, 186)); color_palette.push_back(ofColor(44, 121, 191)); color_palette.push_back(ofColor(136, 185, 79)); color_palette.push_back(ofColor(246, 221, 80)); color_palette.push_back(ofColor(200, 59, 57)); //color_palette.push_back(ofColor(255, 255, 255)); // gbcolor for (int i = 0; i < this->location_list.size(); i++) { auto noise_deg = glm::vec3( ofMap(ofNoise(glm::vec3(this->location_list[i] * 0.005, this->noise_seed_list[i].x + ofGetFrameNum() * 0.05)), 0, 1, -360, 360), ofMap(ofNoise(glm::vec3(this->location_list[i] * 0.005, this->noise_seed_list[i].y + ofGetFrameNum() * 0.05)), 0, 1, -360, 360), ofMap(ofNoise(glm::vec3(this->location_list[i] * 0.005, this->noise_seed_list[i].z + ofGetFrameNum() * 0.05)), 0, 1, -360, 360)); auto len = glm::length(this->location_list[i]); auto param = (ofGetFrameNum() * 10) % 630 - 30; auto tmp = abs(len - param); if (tmp > 0 && tmp < 30) { this->color_list[i] = color_palette[ofMap(ofNoise(glm::vec3(this->location_list[i] * 0.003, ofGetFrameNum() * 0.05)), 0, 1, 0, color_palette.size())]; } else { noise_deg *= 0; } this->setHexagonToMesh(this->face, this->frame, glm::vec3(this->location_list[i], 0), radius, height, noise_deg, this->color_list[i], ofColor(255)); } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); this->face.draw(); this->frame.draw(); this->cam.end(); } //-------------------------------------------------------------- void ofApp::setHexagonToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float radius, float height, glm::vec3 noise_deg, ofColor face_color, ofColor frame_color) { auto rotation_x = glm::rotate(glm::mat4(), noise_deg.x * (float)DEG_TO_RAD, glm::vec3(1, 0, 0)); auto rotation_y = glm::rotate(glm::mat4(), noise_deg.y * (float)DEG_TO_RAD, glm::vec3(0, 1, 0)); auto rotation_z = glm::rotate(glm::mat4(), noise_deg.z * (float)DEG_TO_RAD, glm::vec3(0, 0, 1)); for (int deg = 90; deg < 450; deg += 60) { auto face_radius = radius - 0.5; auto face_index = face_target.getNumVertices(); vector<glm::vec3> vertices; vertices.push_back(glm::vec3(0, 0, 0)); vertices.push_back(glm::vec3(face_radius * cos(deg * DEG_TO_RAD), face_radius * sin(deg * DEG_TO_RAD), 0)); vertices.push_back(glm::vec3(face_radius * cos((deg + 60) * DEG_TO_RAD), face_radius * sin((deg + 60) * DEG_TO_RAD), 0)); vertices.push_back(glm::vec3(0, 0, height)); vertices.push_back(glm::vec3(face_radius * cos((deg + 60) * DEG_TO_RAD), face_radius * sin((deg + 60) * DEG_TO_RAD), height)); vertices.push_back(glm::vec3(face_radius * cos(deg * DEG_TO_RAD), face_radius * sin(deg * DEG_TO_RAD), height)); for (auto& vertex : vertices) { vertex = location + glm::vec4(vertex, 0) * rotation_z * rotation_y * rotation_x; } face_target.addVertices(vertices); face_target.addIndex(face_index + 0); face_target.addIndex(face_index + 1); 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 + 1); face_target.addIndex(face_index + 2); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 5); auto frame_index = frame_target.getNumVertices(); vertices.clear(); vertices.push_back(glm::vec3(0, 0, 0)); vertices.push_back(glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), 0)); vertices.push_back(glm::vec3(radius * cos((deg + 60) * DEG_TO_RAD), radius * sin((deg + 60) * DEG_TO_RAD), 0)); vertices.push_back(glm::vec3(0, 0, height)); vertices.push_back(glm::vec3(radius * cos((deg + 60) * DEG_TO_RAD), radius * sin((deg + 60) * DEG_TO_RAD), height)); vertices.push_back(glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), height)); for (auto& vertex : vertices) { vertex = location + glm::vec4(vertex, 0) * rotation_z * rotation_y * rotation_x; } frame_target.addVertices(vertices); frame_target.addIndex(frame_index + 1); frame_target.addIndex(frame_index + 2); frame_target.addIndex(frame_index + 4); frame_target.addIndex(frame_index + 5); frame_target.addIndex(frame_index + 1); frame_target.addIndex(frame_index + 5); frame_target.addIndex(frame_index + 2); frame_target.addIndex(frame_index + 4); for (int i = 0; i < vertices.size(); i++) { face_target.addColor(face_color); frame_target.addColor(frame_color); } } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |