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Noiseの引数をradius – frameCountとして、伝播するアニメーションにする。
Set the Noise argument as radius – frameCount to make it a propagating animation.
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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) {}; ofMesh face, frame; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(0); ofSetLineWidth(2); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face.clear(); this->frame.clear(); float deg_span = 2; float len = 10; for (float radius = 50; radius < 720; radius += 20) { for (float deg = 0; deg < 360; deg += deg_span) { auto noise_location = glm::vec2(cos(deg * DEG_TO_RAD), sin(deg * DEG_TO_RAD)); auto prev_noise_location = glm::vec2(cos((deg - deg_span) * DEG_TO_RAD), sin((deg - deg_span) * DEG_TO_RAD)); auto next_noise_location = glm::vec2(cos((deg + deg_span) * DEG_TO_RAD), sin((deg + deg_span) * DEG_TO_RAD)); auto noise_value = ofNoise(glm::vec3(noise_location * 0.5, radius * 0.005 - ofGetFrameNum() * 0.05)); auto prev_noise_value = ofNoise(glm::vec3(prev_noise_location * 0.5, radius * 0.005 - ofGetFrameNum() * 0.05)); auto next_noise_value = ofNoise(glm::vec3(next_noise_location * 0.5, radius * 0.005 - ofGetFrameNum() * 0.05)); if (noise_value > 0.5) { vector<glm::vec3> vertices; vertices.push_back(glm::vec3((radius + len * 0.5) * cos((deg + deg_span * 0.5) * DEG_TO_RAD), (radius + len * 0.5) * sin((deg + deg_span * 0.5) * DEG_TO_RAD), 0)); vertices.push_back(glm::vec3((radius - len * 0.5) * cos((deg + deg_span * 0.5) * DEG_TO_RAD), (radius - len * 0.5) * sin((deg + deg_span * 0.5) * DEG_TO_RAD), 0)); vertices.push_back(glm::vec3((radius - len * 0.5) * cos((deg - deg_span * 0.5) * DEG_TO_RAD), (radius - len * 0.5) * sin((deg - deg_span * 0.5) * DEG_TO_RAD), 0)); vertices.push_back(glm::vec3((radius + len * 0.5) * cos((deg - deg_span * 0.5) * DEG_TO_RAD), (radius + len * 0.5) * sin((deg - deg_span * 0.5) * DEG_TO_RAD), 0)); this->face.addVertices(vertices); this->frame.addVertices(vertices); this->face.addTriangle(this->face.getNumVertices() - 1, this->face.getNumVertices() - 2, this->face.getNumVertices() - 3); this->face.addTriangle(this->face.getNumVertices() - 1, this->face.getNumVertices() - 3, this->face.getNumVertices() - 4); 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() - 3); if (prev_noise_value <= 0.5) { this->frame.addIndex(this->frame.getNumVertices() - 1); this->frame.addIndex(this->frame.getNumVertices() - 2); } if (next_noise_value <= 0.5) { this->frame.addIndex(this->frame.getNumVertices() - 3); this->frame.addIndex(this->frame.getNumVertices() - 4); } } } } } //-------------------------------------------------------------- void ofApp::draw() { ofTranslate(ofGetWindowSize() * 0.5); ofSetColor(255); this->face.draw(); ofSetColor(128); this->frame.draw(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |