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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) {}; glm::vec3 make_point(float R, float r, float u, float v); ofEasyCam cam; ofMesh mesh; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(25); ofSetWindowTitle("openFrameworks"); ofBackground(39); ofEnableDepthTest(); this->mesh.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); vector<float> min_distance_list; this->mesh.clear(); for (int i = 0; i < 2500; i++) { auto vertex = glm::vec3( ofRandom(-25, 25) + ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.00001), 0, 1, -60, 60), (int)(ofRandom(250) + ofGetFrameNum() * ofRandom(0.5, 1)) % 250 - 125, ofRandom(-25, 25) + ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.00001), 0, 1, -60, 60) ); vertex = glm::normalize(vertex) * ofRandom(240, 260); this->mesh.addVertex(vertex); min_distance_list.push_back(18); } for (int i = 0; i < this->mesh.getNumVertices(); i++) { for (int k = 0; k < this->mesh.getNumVertices(); k++) { if (i == k) { continue; } auto distance = glm::distance(this->mesh.getVertex(i), this->mesh.getVertex(k)); if (distance <= 18) { this->mesh.addIndex(i); this->mesh.addIndex(k); if (distance < min_distance_list[i]) { min_distance_list[i] = distance; } } } this->mesh.addColor(ofColor(255, ofMap(min_distance_list[i], 0, 18, 255, 0))); } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateX(180); ofRotateY(ofGetFrameNum() * 1.44); this->mesh.draw(); for (int i = 0; i < this->mesh.getNumVertices(); i++) { ofSetColor(this->mesh.getColor(i)); ofDrawSphere(this->mesh.getVertex(i), 1.5); } this->cam.end(); /* int start = 500; if (ofGetFrameNum() > start) { ostringstream os; os << setw(4) << setfill('0') << ofGetFrameNum() - start; ofImage image; image.grabScreen(0, 0, ofGetWidth(), ofGetHeight()); image.saveImage("image/cap/img_" + os.str() + ".jpg"); if (ofGetFrameNum() - start >= 25 * 20) { std::exit(1); } } */ } //-------------------------------------------------------------- glm::vec3 ofApp::make_point(float R, float r, float u, float v) { // 数学デッサン教室 描いて楽しむ数学たち P.31 u *= DEG_TO_RAD; v *= DEG_TO_RAD; auto x = (R + r * cos(u)) * cos(v); auto y = (R + r * cos(u)) * sin(v); auto z = r * sin(u); return glm::vec3(x, y, z); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |