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IcoSphereの面情報をglm::rotateで回転
Twisting sphere.
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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) {}; vector<ofMeshFace> triangles; ofEasyCam cam; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofSetColor(39); ofEnableDepthTest(); ofSetLineWidth(3); auto ico_sphere = ofIcoSpherePrimitive(300, 2); this->triangles = ico_sphere.getMesh().getUniqueFaces(); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); float noise_seed = ofRandom(1000); for (auto& triangle : this->triangles) { vector<glm::vec3> vertices; vector<glm::vec3> fill_vertices; for (int j = 0; j < 3; j++) { glm::vec3 location(triangle.getVertex(j).x, triangle.getVertex(j).y, triangle.getVertex(j).z); auto rotation_y = glm::rotate(glm::mat4(), ofMap(ofNoise(location.y * 0.001 + ofGetFrameNum() * 0.005), 0, 1, -PI * 2, PI * 2), glm::vec3(0, 1, 0)); location = glm::vec4(location, 0) * rotation_y; vertices.push_back(location); fill_vertices.push_back(location * 0.99); } ofFill(); ofSetColor(239); ofBeginShape(); ofVertices(fill_vertices); ofEndShape(true); ofNoFill(); ofSetColor(39); ofBeginShape(); ofVertices(vertices); ofEndShape(true); } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |