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内部をくり抜いたメッシュ。
内部を見えるように回転する。
Mesh with hollowed out interior.
Rotates so that the inside can be seen.
[ Source ]
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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) {}; void setRingToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float radius, float width, float height, ofColor face_color, ofColor frame_color); glm::vec2 make_point(int len, int param); ofEasyCam cam; ofMesh face, frame; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(255); ofSetLineWidth(0.5); ofEnableDepthTest(); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face.clear(); this->frame.clear(); for (int z = -1500; z <= 0; z += 15) { ofColor face_color = ofColor(ofMap(z, -1500, 0, 255, 0)); ofColor frame_color = ofColor(39, ofMap(z, -1500, 0, 0, 255)); this->setRingToMesh(this->face, this->frame, glm::vec3(0, 0, z), 300, 75, 15, face_color, frame_color); } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateX(ofMap(sin(ofGetFrameNum() * 0.02), -1, 1, -12.5, 12.5)); ofRotateY(ofMap(cos(ofGetFrameNum() * 0.02), -1, 1, -12.5, 12.5)); this->face.draw(); this->frame.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- void ofApp::setRingToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float radius, float width, float height, ofColor face_color, ofColor frame_color) { int index = face_target.getNumVertices(); for (int param = 0; param < 100; param ++) { float deg = param * 3.6 - 135; float deg_span = 3.6; auto noise_location = location + glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), 0); auto next_noise_location = location + glm::vec3(radius * cos((deg + deg_span) * DEG_TO_RAD), radius * sin((deg + deg_span) * DEG_TO_RAD), 0); int inner_radius = radius - width * ofMap(ofNoise(glm::vec4(noise_location.x * 0.002, noise_location.y * 0.002, noise_location.z * 0.005, ofGetFrameNum() * 0.015)), 0, 1, 0, 2.5); int next_inner_radius = radius - width * ofMap(ofNoise(glm::vec4(next_noise_location.x * 0.002, next_noise_location.y * 0.002, next_noise_location.z * 0.005, ofGetFrameNum() * 0.015)), 0, 1, 0, 2.5); auto face_index = face_target.getNumVertices(); vector<glm::vec3> vertices; vertices.push_back(glm::vec3(inner_radius * cos(deg * DEG_TO_RAD), inner_radius * sin(deg * DEG_TO_RAD), height * -0.5)); vertices.push_back(glm::vec3(next_inner_radius * cos((deg + deg_span) * DEG_TO_RAD), next_inner_radius * sin((deg + deg_span) * DEG_TO_RAD), height * -0.5)); vertices.push_back(glm::vec3(next_inner_radius * cos((deg + deg_span) * DEG_TO_RAD), next_inner_radius * sin((deg + deg_span) * DEG_TO_RAD), height * 0.5)); vertices.push_back(glm::vec3(inner_radius * cos(deg * DEG_TO_RAD), inner_radius * sin(deg * DEG_TO_RAD), height * 0.5)); vertices.push_back(glm::vec3(this->make_point(radius * 2, param), height * -0.5)); vertices.push_back(glm::vec3(this->make_point(radius * 2, param + 1), height * -0.5)); vertices.push_back(glm::vec3(this->make_point(radius * 2, param + 1), height * 0.5)); vertices.push_back(glm::vec3(this->make_point(radius * 2, param), height * 0.5)); for (auto& vertex : vertices) { vertex += location; } 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 + 0); 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 + 6); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 6); face_target.addIndex(face_index + 7); face_target.addIndex(face_index + 0); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 5); face_target.addIndex(face_index + 0); face_target.addIndex(face_index + 5); face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 3); face_target.addIndex(face_index + 7); face_target.addIndex(face_index + 6); face_target.addIndex(face_index + 3); face_target.addIndex(face_index + 6); face_target.addIndex(face_index + 2); auto frame_index = frame_target.getNumVertices(); frame_target.addVertices(vertices); frame_target.addIndex(frame_index + 0); frame_target.addIndex(frame_index + 1); frame_target.addIndex(frame_index + 2); frame_target.addIndex(frame_index + 3); frame_target.addIndex(frame_index + 4); frame_target.addIndex(frame_index + 5); frame_target.addIndex(frame_index + 6); frame_target.addIndex(frame_index + 7); for (int i = 0; i < 8; i++) { this->face.addColor(face_color); this->frame.addColor(frame_color); } } } //-------------------------------------------------------------- glm::vec2 ofApp::make_point(int len, int param) { param = param % 100; if (param < 25) { return glm::vec2(ofMap(param, 0, 25, -len * 0.5, len * 0.5), -len * 0.5); } else if (param < 50) { return glm::vec2(len * 0.5, ofMap(param, 25, 50, -len * 0.5, len * 0.5)); } else if (param < 75) { return glm::vec2(ofMap(param, 50, 75, len * 0.5, -len * 0.5), len * 0.5); } else { return glm::vec2(-len * 0.5, ofMap(param, 75, 100, len * 0.5, -len * 0.5)); } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |