[ Video ]
[ About ]
床と波を管理して、それぞれの距離で高さを変える。
Manage the floor and the waves, varying the height at each distance.
[ 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 setBoxToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float size, ofColor color); void setBoxToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float height, float width, float depth, ofColor color); vector<pair<glm::vec2, float>> box_info_list; vector<ofColor> box_color_list; vector<pair<glm::vec2, float>> wave_list; float size; ofEasyCam cam; ofMesh face, frame; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofSetLineWidth(0.5); ofEnableDepthTest(); this->size = 5; ofColor color; for (auto x = -450; x <= 450; x += this->size) { for (auto y = -450; y <= 450; y += this->size) { this->box_info_list.push_back(make_pair(glm::vec2(x, y), 0.f)); color.setHsb(ofRandom(255), 130, 255); this->box_color_list.push_back(color); } } this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { this->face.clear(); this->frame.clear(); if (ofGetFrameNum() % 20 == 0) { auto l = glm::vec2(ofRandom(-250, 250), ofRandom(-250, 250)); auto f = 5; this->wave_list.push_back(make_pair(l, f)); } auto max_height = 150; for (auto& wave : this->wave_list) { for (auto& box_info : this->box_info_list) { auto distance = glm::distance(wave.first, glm::vec2(box_info.first.x, box_info.first.y)); if (distance > wave.second - 10 && distance < wave.second + 10) { box_info.second = (box_info.second >= 1) ? 1 : box_info.second + ofMap(abs(distance - wave.second), 0, 20, 0.125, 0); } else { box_info.second = (box_info.second <= 0) ? 0 : box_info.second - 0.018; } } wave.second += 3; } ofColor color; for (int i = 0; i < this->box_info_list.size(); i++) { auto& box_info = this->box_info_list[i]; if (box_info.second > 0) { auto len = ofMap(ofNoise(box_info.first.x * 0.02, box_info.first.y * 0.02, ofGetFrameNum() * 0.01), 0, 1, 0, max_height * box_info.second); this->setBoxToMesh(this->face, this->frame, glm::vec3(box_info.first.x, box_info.first.y, len * 0.5), this->size, this->size, len, this->box_color_list[i]); } else { color.setHsb(ofRandom(255), 130, 255); this->box_color_list[i] = color; } } for (int i = this->wave_list.size() - 1; i >= 0; i--) { if (this->wave_list[i].second > 450) { this->wave_list.erase(this->wave_list.begin() + i); } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateX(295); this->face.drawFaces(); ofSetColor(39); this->frame.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- void ofApp::setBoxToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float size, ofColor color) { this->setBoxToMesh(face_target, frame_target, location, size, size, size, color); } //-------------------------------------------------------------- void ofApp::setBoxToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float height, float width, float depth, ofColor color) { int index = face_target.getVertices().size(); face_target.addVertex(location + glm::vec3(width * -0.5 * 0.999, height * 0.5 * 0.999, depth * -0.5 * 0.999)); face_target.addVertex(location + glm::vec3(width * 0.5 * 0.999, height * 0.5 * 0.999, depth * -0.5 * 0.999)); face_target.addVertex(location + glm::vec3(width * 0.5 * 0.999, height * 0.5 * 0.999, depth * 0.5 * 0.999)); face_target.addVertex(location + glm::vec3(width * -0.5 * 0.999, height * 0.5 * 0.999, depth * 0.5 * 0.999)); face_target.addVertex(location + glm::vec3(width * -0.5 * 0.999, height * -0.5 * 0.999, depth * -0.5 * 0.999)); face_target.addVertex(location + glm::vec3(width * 0.5 * 0.999, height * -0.5 * 0.999, depth * -0.5 * 0.999)); face_target.addVertex(location + glm::vec3(width * 0.5 * 0.999, height * -0.5 * 0.999, depth * 0.5 * 0.999)); face_target.addVertex(location + glm::vec3(width * -0.5 * 0.999, height * -0.5 * 0.999, depth * 0.5 * 0.999)); face_target.addIndex(index + 0); face_target.addIndex(index + 1); face_target.addIndex(index + 2); face_target.addIndex(index + 0); face_target.addIndex(index + 2); face_target.addIndex(index + 3); face_target.addIndex(index + 4); face_target.addIndex(index + 5); face_target.addIndex(index + 6); face_target.addIndex(index + 4); face_target.addIndex(index + 6); face_target.addIndex(index + 7); face_target.addIndex(index + 0); face_target.addIndex(index + 4); face_target.addIndex(index + 1); face_target.addIndex(index + 4); face_target.addIndex(index + 5); face_target.addIndex(index + 1); face_target.addIndex(index + 1); face_target.addIndex(index + 5); face_target.addIndex(index + 6); face_target.addIndex(index + 6); face_target.addIndex(index + 2); face_target.addIndex(index + 1); face_target.addIndex(index + 2); face_target.addIndex(index + 6); face_target.addIndex(index + 7); face_target.addIndex(index + 7); face_target.addIndex(index + 3); face_target.addIndex(index + 2); face_target.addIndex(index + 3); face_target.addIndex(index + 7); face_target.addIndex(index + 4); face_target.addIndex(index + 4); face_target.addIndex(index + 0); face_target.addIndex(index + 3); frame_target.addVertex(location + glm::vec3(width * -0.5, height * 0.5, depth * -0.5)); frame_target.addVertex(location + glm::vec3(width * 0.5, height * 0.5, depth * -0.5)); frame_target.addVertex(location + glm::vec3(width * 0.5, height * 0.5, depth * 0.5)); frame_target.addVertex(location + glm::vec3(width * -0.5, height * 0.5, depth * 0.5)); frame_target.addVertex(location + glm::vec3(width * -0.5, height * -0.5, depth * -0.5)); frame_target.addVertex(location + glm::vec3(width * 0.5, height * -0.5, depth * -0.5)); frame_target.addVertex(location + glm::vec3(width * 0.5, height * -0.5, depth * 0.5)); frame_target.addVertex(location + glm::vec3(width * -0.5, height * -0.5, depth * 0.5)); frame_target.addIndex(index + 0); frame_target.addIndex(index + 1); frame_target.addIndex(index + 1); frame_target.addIndex(index + 2); frame_target.addIndex(index + 2); frame_target.addIndex(index + 3); frame_target.addIndex(index + 3); frame_target.addIndex(index + 0); frame_target.addIndex(index + 4); frame_target.addIndex(index + 5); frame_target.addIndex(index + 5); frame_target.addIndex(index + 6); frame_target.addIndex(index + 6); frame_target.addIndex(index + 7); frame_target.addIndex(index + 7); frame_target.addIndex(index + 4); frame_target.addIndex(index + 0); frame_target.addIndex(index + 4); frame_target.addIndex(index + 1); frame_target.addIndex(index + 5); frame_target.addIndex(index + 2); frame_target.addIndex(index + 6); frame_target.addIndex(index + 3); frame_target.addIndex(index + 7); for (int i = 0; i < 8; i++) { face_target.addColor(ofColor(color)); } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |