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六角形の板を回転させました。
I rotated the hexagonal plate.
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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 mouseEntered(int x, int y) {}; void mouseExited(int x, int y) {}; void windowResized(int w, int h) {}; void dragEvent(ofDragInfo dragInfo) {}; void gotMessage(ofMessage msg) {}; void setHexagonToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float radius, float height, glm::vec3 deg, ofColor face_color, ofColor frame_color); vector<glm::vec3> location_list; ofEasyCam cam; ofMesh base_face, base_frame, face, frame; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(0); ofSetLineWidth(1); ofEnableDepthTest(); auto radius = 12; auto x_span = radius * sqrt(3); auto flg = true; for (auto y = 0; y < ofGetWidth(); y += radius * 1.5) { for (int x = 0; x < ofGetHeight() * 3; x += x_span) { glm::vec3 location; if (flg) { location = glm::vec3(x, y, 0); } else { location = glm::vec3(x + (x_span / 2), y, 0); } this->setHexagonToMesh(this->base_face, this->base_frame, location - glm::vec3(ofGetHeight() * 1.5, ofGetWidth() * 0.5, 0), 12, 6, glm::vec3(), ofColor(0), ofColor(255)); } flg = !flg; } this->base_frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face = this->base_face; this->frame = this->base_frame; auto noise_seed = glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000)); for (int i = 0; i < this->face.getNumVertices(); i++) { auto noise_x = ofNoise( this->face.getVertex(i).x * 0.001 + ofGetFrameNum() * 0.008); auto rotation_x = glm::rotate(glm::mat4(), ofMap(noise_x, 0, 1, PI * -3, PI * 3), glm::vec3(1, 0, 0)); auto tmp = glm::vec4(this->face.getVertex(i), 0) * rotation_x; this->face.setVertex(i, tmp); this->frame.setVertex(i, tmp); } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateX(280); this->face.draw(); this->frame.draw(); this->cam.end(); } //-------------------------------------------------------------- void ofApp::setHexagonToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float radius, float height, glm::vec3 deg, ofColor face_color, ofColor frame_color) { auto rotation_x = glm::rotate(glm::mat4(), deg.x * (float)DEG_TO_RAD, glm::vec3(1, 0, 0)); auto rotation_y = glm::rotate(glm::mat4(), deg.y * (float)DEG_TO_RAD, glm::vec3(0, 1, 0)); auto rotation_z = glm::rotate(glm::mat4(), deg.z * (float)DEG_TO_RAD, glm::vec3(0, 0, 1)); for (int deg = 90; deg < 450; deg += 60) { auto face_radius = radius - 0.5; auto face_index = face_target.getNumVertices(); vector<glm::vec3> vertices; vertices.push_back(glm::vec3(0, 0, 0)); vertices.push_back(glm::vec3(face_radius * cos(deg * DEG_TO_RAD), face_radius * sin(deg * DEG_TO_RAD), 0)); vertices.push_back(glm::vec3(face_radius * cos((deg + 60) * DEG_TO_RAD), face_radius * sin((deg + 60) * DEG_TO_RAD), 0)); vertices.push_back(glm::vec3(0, 0, height)); vertices.push_back(glm::vec3(face_radius * cos((deg + 60) * DEG_TO_RAD), face_radius * sin((deg + 60) * DEG_TO_RAD), height)); vertices.push_back(glm::vec3(face_radius * cos(deg * DEG_TO_RAD), face_radius * sin(deg * DEG_TO_RAD), height)); for (auto& vertex : vertices) { vertex = location + glm::vec4(vertex, 0) * rotation_z * rotation_y * rotation_x; } face_target.addVertices(vertices); face_target.addIndex(face_index + 0); face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 2); face_target.addIndex(face_index + 3); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 5); face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 2); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 5); auto frame_index = frame_target.getNumVertices(); vertices.clear(); vertices.push_back(glm::vec3(0, 0, 0)); vertices.push_back(glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), 0)); vertices.push_back(glm::vec3(radius * cos((deg + 60) * DEG_TO_RAD), radius * sin((deg + 60) * DEG_TO_RAD), 0)); vertices.push_back(glm::vec3(0, 0, height)); vertices.push_back(glm::vec3(radius * cos((deg + 60) * DEG_TO_RAD), radius * sin((deg + 60) * DEG_TO_RAD), height)); vertices.push_back(glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), height)); for (auto& vertex : vertices) { vertex = location + glm::vec4(vertex, 0) * rotation_z * rotation_y * rotation_x; } frame_target.addVertices(vertices); frame_target.addIndex(frame_index + 1); frame_target.addIndex(frame_index + 2); frame_target.addIndex(frame_index + 4); frame_target.addIndex(frame_index + 5); frame_target.addIndex(frame_index + 1); frame_target.addIndex(frame_index + 5); frame_target.addIndex(frame_index + 2); frame_target.addIndex(frame_index + 4); for (int i = 0; i < vertices.size(); i++) { face_target.addColor(face_color); frame_target.addColor(frame_color); } } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |