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厚みのあるアメーバ球。
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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); ofSetLineWidth(1); ofEnableDepthTest(); auto ico_sphere = ofIcoSpherePrimitive(300, 7); 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() { ofSeedRandom(1000); this->mesh.clear(); this->frame.clear(); for (float radius = 150; radius <= 250; radius += 100) { auto noise_seed = ofRandom(1000); 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(noise_seed, avg.x * 0.0025, avg.y * 0.0025 + ofGetFrameNum() * 0.035, avg.z * 0.0025); if (noise_value < 0.47 || noise_value > 0.52) { continue; } vector<glm::vec3> vertices; vertices.push_back(glm::normalize(this->triangle_list[i].getVertex(0)) * (radius + 15) - avg); vertices.push_back(glm::normalize(this->triangle_list[i].getVertex(1)) * (radius + 15) - avg); vertices.push_back(glm::normalize(this->triangle_list[i].getVertex(2)) * (radius + 15) - avg); vertices.push_back(glm::normalize(this->triangle_list[i].getVertex(0)) * (radius - 15) - avg); vertices.push_back(glm::normalize(this->triangle_list[i].getVertex(1)) * (radius - 15) - avg); vertices.push_back(glm::normalize(this->triangle_list[i].getVertex(2)) * (radius - 15) - avg); for (auto& vertex : vertices) { vertex += avg; } this->mesh.addVertices(vertices); this->frame.addVertices(vertices); for (int k = 0; k < vertices.size(); k++) { if (radius == 150) { this->mesh.addColor(ofColor(192, 0, 0)); this->frame.addColor(ofColor(255, 0, 0)); } else { this->mesh.addColor(ofColor(50, 50, 192)); this->frame.addColor(ofColor(100, 100, 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); 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); 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()); this->mesh.drawFaces(); this->frame.drawWireframe(); this->cam.end(); ostringstream os; os << setw(4) << setfill('0') << ofGetFrameNum(); ofImage image; image.grabScreen(0, 0, ofGetWidth(), ofGetHeight()); image.saveImage("image/img_" + os.str() + ".jpg"); if (ofGetFrameNum() >= 30 * 20 + 1) { std::exit(1); } // > ffmpeg -i img_%04d.jpg -r 30 out.mp4 } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |