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ボウル状の半球を追随して回転させる。
Follow and rotate the bowl-shaped hemisphere.
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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; ofMesh face, frame; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(255); ofEnableDepthTest(); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face.clear(); this->frame.clear(); float phi_deg_step = 3; float theta_deg_step = 3; float noise_param = 0.35; float threshold = 0.55; ofColor color; auto noise_seed = glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000)); for (float radius = 150; radius <= 250; radius += 6) { color.setHsb(ofMap(radius, 100, 200, 0, 255), 130, 255); for (float phi_deg = 0; phi_deg < 360; phi_deg += phi_deg_step) { for (float theta_deg = 0; theta_deg <= 60; theta_deg += theta_deg_step) { float angle_x = ofMap(ofNoise(noise_seed.x, radius * 0.0015 + ofGetFrameNum() * 0.01), 0, 1, PI * -2, PI * 2); auto rotation_x = glm::rotate(glm::mat4(), angle_x, glm::vec3(1, 0, 0)); float angle_y = ofMap(ofNoise(noise_seed.y, radius * 0.0015 + ofGetFrameNum() * 0.01), 0, 1, PI * -2, PI * 2); auto rotation_y = glm::rotate(glm::mat4(), angle_y, glm::vec3(0, 1, 0)); float angle_z = ofMap(ofNoise(noise_seed.z, radius * 0.0015 + ofGetFrameNum() * 0.01), 0, 1, PI * -2, PI * 2); auto rotation_z = glm::rotate(glm::mat4(), angle_z, glm::vec3(0, 1, 0)); auto index = this->face.getNumVertices(); vector<glm::vec3> vertices; vertices.push_back(glm::vec3( radius * sin((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD) * cos((phi_deg + phi_deg_step * 0.5) * DEG_TO_RAD), radius * sin((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD) * sin((phi_deg + phi_deg_step * 0.5) * DEG_TO_RAD), radius * cos((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD))); vertices.push_back(glm::vec3( radius * sin((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD) * cos((phi_deg - phi_deg_step * 0.5) * DEG_TO_RAD), radius * sin((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD) * sin((phi_deg - phi_deg_step * 0.5) * DEG_TO_RAD), radius * cos((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD))); vertices.push_back(glm::vec3( radius * sin((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD) * cos((phi_deg + phi_deg_step * 0.5) * DEG_TO_RAD), radius * sin((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD) * sin((phi_deg + phi_deg_step * 0.5) * DEG_TO_RAD), radius * cos((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD))); vertices.push_back(glm::vec3( radius * sin((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD) * cos((phi_deg - phi_deg_step * 0.5) * DEG_TO_RAD), radius * sin((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD) * sin((phi_deg - phi_deg_step * 0.5) * DEG_TO_RAD), radius * cos((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD))); for (auto& vertex : vertices) { vertex = glm::vec4(vertex, 0) * rotation_z * rotation_y * rotation_x; } this->face.addVertices(vertices); this->face.addIndex(index + 0); this->face.addIndex(index + 1); this->face.addIndex(index + 3); this->face.addIndex(index + 0); this->face.addIndex(index + 3); this->face.addIndex(index + 2); for (int k = 0; k < 4; k++) { this->face.addColor(ofColor(0)); } if (theta_deg == 60) { this->frame.addVertex(vertices[2]); this->frame.addVertex(vertices[3]); this->frame.addIndex(this->frame.getNumVertices() - 1); this->frame.addIndex(this->frame.getNumVertices() - 2); this->frame.addColor(ofColor(255)); this->frame.addColor(ofColor(255)); } } } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); this->frame.draw(); this->face.draw(); this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |