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Connectiong circle to circle.
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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 line; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofSetColor(39); ofEnableDepthTest(); this->line.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { int radius = 50; int outer_deg = 0; ofSeedRandom(39); this->line.clear(); for (int x = 72; x <= ofGetWidth(); x += 144) { for (int y = 72; y <= ofGetWidth(); y += 144) { glm::vec3 noise_seed(ofRandom(1000), ofRandom(1000), ofRandom(1000)); outer_deg += 90; for (int deg = 0; deg < 360; deg += 5) { this->line.addVertex(glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), 0)); this->line.addVertex(glm::vec3(radius * 0.5 * cos(deg * DEG_TO_RAD), radius * 0.5 * sin(deg * DEG_TO_RAD), 0)); auto angle_x = ofMap(ofNoise(noise_seed.x, ofGetFrameNum() * 0.005), 0, 1, -PI, PI); auto angle_y = ofMap(ofNoise(noise_seed.y, ofGetFrameNum() * 0.005), 0, 1, -PI, PI); auto angle_z = ofMap(ofNoise(noise_seed.z, ofGetFrameNum() * 0.005), 0, 1, -PI, PI); auto rotation_x = glm::rotate(glm::mat4(), angle_x, glm::vec3(1, 0, 0)); auto rotation_y = glm::rotate(glm::mat4(), angle_y, glm::vec3(0, 1, 0)); auto rotation_z = glm::rotate(glm::mat4(), angle_z, glm::vec3(0, 0, 1)); float outer_angle_x = outer_deg * DEG_TO_RAD; auto outer_rotationx_x = glm::rotate(glm::mat4(), outer_angle_x, glm::vec3(1, 0, 0)); this->line.setVertex(this->line.getNumVertices() - 2, glm::vec3(x, y, 0) + glm::vec4(this->line.getVertex(this->line.getNumVertices() - 2), 0) * outer_rotationx_x); this->line.setVertex(this->line.getNumVertices() - 1, glm::vec3(x, y, 0) + glm::vec4(this->line.getVertex(this->line.getNumVertices() - 1), 0) * rotation_z * rotation_y * rotation_x); this->line.addIndex(this->line.getNumVertices() - 2); this->line.addIndex(this->line.getNumVertices() - 1); } } } } //-------------------------------------------------------------- void ofApp::draw() { this->line.draw(); for (auto& vertex : this->line.getVertices()) { ofDrawSphere(vertex, 1); } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |