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連休中なので久々にLeapMotionを引っ張りだして遊ぶ
Piece of sphere and LeapMotion.
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#pragma once #include "ofMain.h" // Leap Motion SDK #include "Leap.h" #pragma comment(lib, "Leap.lib") 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) {}; // Leap Motion Leap::Controller leap; ofEasyCam cam; vector<ofMeshFace> triangles; float threshold; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(0); ofSetColor(255); ofEnableDepthTest(); ofSetLineWidth(2); auto ico_sphere = ofIcoSpherePrimitive(150, 2); this->triangles = ico_sphere.getMesh().getUniqueFaces(); this->threshold = 0.5; } //-------------------------------------------------------------- void ofApp::update() { Leap::Frame frame = this->leap.frame(); for (Leap::Hand hand : frame.hands()) { if(hand.pinchStrength() > 0.5){ this->threshold += this->threshold <= 1 ? 0.03 : 0; } else { this->threshold -= this->threshold > 0 ? 0.03 : 0; } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(ofGetFrameNum()); for (auto& triangle : this->triangles) { glm::vec3 avg = (triangle.getVertex(0) + triangle.getVertex(1) + triangle.getVertex(2)) / 3; auto noise_value = ofNoise(avg.x * 0.0005, avg.y * 0.0005, avg.z + 0.0005, ofGetFrameNum() * 0.005); auto tmp_radius = 150.f; auto rotate = 0.f; if (noise_value >= this->threshold) { tmp_radius += ofMap(noise_value, this->threshold, 1, 0, 300); rotate = ofMap(noise_value, this->threshold, 1, 0, 360 * 3); } auto tmp_avg = glm::normalize(avg) * tmp_radius; ofPushMatrix(); ofTranslate(tmp_avg); ofRotateX(rotate); ofRotateY(rotate); vector<glm::vec3> vertices; vector<glm::vec3> fill_vertices; for (int j = 0; j < 3; j++) { glm::vec3 location = glm::vec3(triangle.getVertex(j).x, triangle.getVertex(j).y, triangle.getVertex(j).z) - avg; 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); ofPopMatrix(); } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |