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崩壊球体。
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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(25); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetLineWidth(2); ofEnableDepthTest(); auto ico_sphere = ofIcoSpherePrimitive(300, 2); 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(39); this->mesh.clear(); this->frame.clear(); int radius = 300; 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.x * 0.001, avg.y * 0.001, avg.z * 0.001 + ofGetFrameNum() * 0.03); glm::highp_dmat4 rotation_x, rotation_y, rotation_z; if (noise_value < 0.5) { auto angle = 0.f; if (noise_value < 0.4) { angle = ofMap(noise_value, 0, 0.4, PI * 10, PI); } else { angle = ofMap(noise_value, 0.4, 0.5, PI, 0); } rotation_x = glm::rotate(glm::mat4(), angle, glm::vec3(1, 0, 0)); rotation_y = glm::rotate(glm::mat4(), angle, glm::vec3(0, 1, 0)); rotation_z = glm::rotate(glm::mat4(), angle, glm::vec3(0, 0, 1)); } else { rotation_x = glm::rotate(glm::mat4(), 0.f, glm::vec3(1, 0, 0)); rotation_y = glm::rotate(glm::mat4(), 0.f, glm::vec3(0, 1, 0)); rotation_z = glm::rotate(glm::mat4(), 0.f, glm::vec3(0, 0, 1)); } vector<glm::vec3> vertices; vertices.push_back(glm::normalize(this->triangle_list[i].getVertex(0)) * (radius + 2) - avg); vertices.push_back(glm::normalize(this->triangle_list[i].getVertex(1)) * (radius + 2) - avg); vertices.push_back(glm::normalize(this->triangle_list[i].getVertex(2)) * (radius + 2) - avg); vertices.push_back(glm::normalize(this->triangle_list[i].getVertex(0)) * (radius - 2) - avg); vertices.push_back(glm::normalize(this->triangle_list[i].getVertex(1)) * (radius - 2) - avg); vertices.push_back(glm::normalize(this->triangle_list[i].getVertex(2)) * (radius - 2) - avg); for (auto& vertex : vertices) { vertex = glm::vec4(vertex, 0) * rotation_z * rotation_y * rotation_x; if (noise_value < 0.5) { vertex += glm::normalize(avg) * ofMap(noise_value, 0, 0.5, radius * 3, radius); } else { vertex += avg; } } this->mesh.addVertices(vertices); this->frame.addVertices(vertices); this->mesh.addColor(ofColor(239)); this->mesh.addColor(ofColor(239)); this->mesh.addColor(ofColor(239)); this->mesh.addColor(ofColor(39)); this->mesh.addColor(ofColor(39)); this->mesh.addColor(ofColor(39)); this->frame.addColor(ofColor(39)); this->frame.addColor(ofColor(39)); this->frame.addColor(ofColor(39)); this->frame.addColor(ofColor(239)); this->frame.addColor(ofColor(239)); this->frame.addColor(ofColor(239)); 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(); ofRotateX(ofGetFrameNum() * 0.37); ofRotateY(ofGetFrameNum() * 0.72); ofSetColor(239); this->mesh.drawFaces(); ofSetColor(39); this->frame.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |