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横から円をねじったのを見る。
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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 setRingToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float radius, float height); ofEasyCam cam; ofMesh face, frame; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(255); ofSetLineWidth(1.5); ofEnableDepthTest(); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { this->face.clear(); this->frame.clear(); for (int radius = 50; radius <= 270; radius += 5) { this->setRingToMesh(this->face, this->frame, glm::vec3(), radius, 60); } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateX(90); ofSetColor(0); this->face.draw(); ofSetColor(255); this->frame.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- void ofApp::setRingToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float radius, float height) { int index = face_target.getNumVertices(); for (int deg = 0; deg < 360; deg += 1) { vector<glm::vec3> vertices; vertices.push_back(glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), height * -0.5)); vertices.push_back(glm::vec3(radius * cos((deg + 1) * DEG_TO_RAD), radius * sin((deg + 1) * DEG_TO_RAD), height * -0.5)); vertices.push_back(glm::vec3(radius * cos((deg + 1) * DEG_TO_RAD), radius * sin((deg + 1) * DEG_TO_RAD), height * 0.5)); vertices.push_back(glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), height * 0.5)); for (auto& vertex : vertices) { auto noise_value = ofNoise( (abs)(vertex.x) * 0.0015, (abs)(vertex.y) * 0.0015 + ofGetFrameNum() * 0.008); float param = 0.5; if (noise_value < 0.3) { param = ofMap(noise_value, 0, 0.3, 0, 0.5); } if (noise_value > 0.7) { param = ofMap(noise_value, 0.7, 1, 0.5, 1); } auto rotation = glm::rotate(glm::mat4(), ofMap(param, 0, 1, -PI * 1.5, PI * 1.5), glm::vec3(0, 1, 0)); vertex = glm::vec4(vertex, 0) * rotation + glm::vec4(location, 0); } auto face_index = face_target.getNumVertices(); 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 + 0); face_target.addIndex(face_index + 2); face_target.addIndex(face_index + 3); auto frame_index = frame_target.getNumVertices(); frame_target.addVertices(vertices); frame_target.addIndex(frame_index + 0); frame_target.addIndex(frame_index + 1); frame_target.addIndex(frame_index + 2); frame_target.addIndex(frame_index + 3); } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |