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板の座標を回転させてつなぎ合わせる。
Rotate the coordinates of the boards and stitch them together.
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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, sphere_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetLineWidth(1.5); ofEnableDepthTest(); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); this->sphere_list.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face.clear(); this->frame.clear(); int span = 30; float threshold = 0.48; float frame_param = ofGetFrameNum() * 0.003; float coordinate_param = 0.0065; int z = 300 + span * 0.5; float angle; glm::highp_mat4 rotation; for (int i = 0; i <= 6; i++) { for (int x = -300; x <= 300; x += span) { for (int y = -300; y <= 300; y += span) { if (i <= 4) { angle = PI * 0.5 * i; rotation = glm::rotate(glm::mat4(), angle, glm::vec3(0, 1, 0)); } if (i == 5) { angle = PI * 0.5; rotation = glm::rotate(glm::mat4(), angle, glm::vec3(1, 0, 0)); } if (i == 6) { angle = PI * 0.5 * 3; rotation = glm::rotate(glm::mat4(), angle, glm::vec3(1, 0, 0)); } glm::vec3 noise_location = glm::vec4(x, y, z , 0) * rotation; auto noise_value = ofNoise(glm::vec4(noise_location * coordinate_param, frame_param)); if (noise_value < threshold) { continue; } glm::vec3 loc_1 = glm::vec4(x - span, y, z, 0) * rotation; auto noise_1 = ofNoise(glm::vec4(loc_1 * coordinate_param, frame_param)); glm::vec3 loc_2 = glm::vec4(x, y + span , z, 0) * rotation; auto noise_2 = ofNoise(glm::vec4(loc_2 * coordinate_param, frame_param)); glm::vec3 loc_3 = glm::vec4(x + span, y, z, 0) * rotation; auto noise_3 = ofNoise(glm::vec4(loc_3 * coordinate_param, frame_param)); glm::vec3 loc4 = glm::vec4(x, y - span, z, 0) * rotation; auto noise_4 = ofNoise(glm::vec4(loc4 * coordinate_param, frame_param)); auto index = this->face.getNumVertices(); vector<glm::vec3> vertices; vertices.push_back(glm::vec4(x - span * 0.5, y - span * 0.5, z, 0) * rotation); vertices.push_back(glm::vec4(x + span * 0.5, y - span * 0.5, z, 0) * rotation); vertices.push_back(glm::vec4(x + span * 0.5, y + span * 0.5, z, 0) * rotation); vertices.push_back(glm::vec4(x - span * 0.5, y + span * 0.5, z, 0) * rotation); this->face.addVertices(vertices); this->face.addIndex(index + 0); this->face.addIndex(index + 1); this->face.addIndex(index + 2); this->face.addIndex(index + 0); this->face.addIndex(index + 2); this->face.addIndex(index + 3); if (noise_1 < threshold || x == -300) { this->frame.addVertex(vertices[0]); this->frame.addVertex(vertices[3]); this->frame.addIndex(this->frame.getNumVertices() - 1); this->frame.addIndex(this->frame.getNumVertices() - 2); } if (noise_2 < threshold || y == 300) { this->frame.addVertex(vertices[2]); this->frame.addVertex(vertices[3]); this->frame.addIndex(this->frame.getNumVertices() - 1); this->frame.addIndex(this->frame.getNumVertices() - 2); } if (noise_3 < threshold || x == 300) { this->frame.addVertex(vertices[1]); this->frame.addVertex(vertices[2]); this->frame.addIndex(this->frame.getNumVertices() - 1); this->frame.addIndex(this->frame.getNumVertices() - 2); } if (noise_4 < threshold || y == -300) { this->frame.addVertex(vertices[0]); this->frame.addVertex(vertices[1]); this->frame.addIndex(this->frame.getNumVertices() - 1); this->frame.addIndex(this->frame.getNumVertices() - 2); } } } } this->sphere_list.clear(); vector<ofColor> base_color_list; ofColor color; vector<int> hex_list = { 0xef476f, 0xffd166, 0x06d6a0, 0x118ab2, 0x073b4c }; for (auto hex : hex_list) { color.setHex(hex); base_color_list.push_back(color); } int color_index = 0; for (int i = 0; i < 150; i++) { auto x = ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.0005), 0, 1, -250, 250); auto y = ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.0005), 0, 1, -250, 250); auto z = ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.0005), 0, 1, -250, 250); this->sphere_list.addVertex(glm::vec3(x, y, z)); this->sphere_list.addColor(base_color_list[color_index]); color_index = (color_index + 1) % base_color_list.size(); } for (int i = 0; i < this->sphere_list.getNumVertices(); i++) { for (int k = i + 1; k < this->sphere_list.getNumVertices(); k++) { if (glm::distance(this->sphere_list.getVertex(i), this->sphere_list.getVertex(k)) < 50) { this->sphere_list.addIndex(i); this->sphere_list.addIndex(k); } } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(ofGetFrameNum() * 0.5); ofRotateX(ofGetFrameNum() * 0.75); ofSetColor(39); this->frame.draw(); ofSetColor(239); this->face.draw(); this->sphere_list.drawWireframe(); for (int i = 0; i < this->sphere_list.getNumVertices(); i++) { ofSetColor(this->sphere_list.getColor(i)); ofDrawSphere(this->sphere_list.getVertex(i), 8); } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |