[ Video ]
[ About ]
三角錐で構成された球体。
Sphere composed of triangular pyramids.
[ Source ]
| 
					 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24  | 
						#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; 	ofIcoSpherePrimitive ico_sphere; 	vector<ofMesh> mesh_list; };  | 
					
| 
					 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84  | 
						#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(60); 	ofSetWindowTitle("openframeworks"); 	ofBackground(239); 	ofSetLineWidth(3); 	ofEnableDepthTest(); 	this->ico_sphere = ofIcoSpherePrimitive(150, 3); } //-------------------------------------------------------------- void ofApp::update() { 	this->mesh_list.clear(); 	auto triangle_list = this->ico_sphere.getMesh().getUniqueFaces(); 	for (auto& triangle : triangle_list) { 		glm::vec3 avg = (triangle.getVertex(0) + triangle.getVertex(1) + triangle.getVertex(2)) / 3; 		auto noise_value = ofNoise(avg.x * 0.01, avg.y * 0.01, avg.z * 0.01, ofGetFrameNum() * 0.003); 		auto noise_radius = 150; 		if (noise_value > 0.7) { 			noise_radius += ofMap(noise_value, 0.7, 1, 0, 250); 		} 		ofMesh mesh; 		mesh.addVertex(glm::normalize(avg) * (noise_radius - 50)); 		mesh.addVertex(glm::normalize(triangle.getVertex(0)) * noise_radius); 		mesh.addVertex(glm::normalize(triangle.getVertex(1)) * noise_radius); 		mesh.addVertex(glm::normalize(triangle.getVertex(2)) * noise_radius); 		mesh.addIndex(0); 		mesh.addIndex(1); 		mesh.addIndex(2); 		mesh.addIndex(0); 		mesh.addIndex(2); 		mesh.addIndex(3); 		mesh.addIndex(0); 		mesh.addIndex(1); 		mesh.addIndex(3); 		mesh.addIndex(1); 		mesh.addIndex(2); 		mesh.addIndex(3); 		this->mesh_list.push_back(mesh); 	} } //-------------------------------------------------------------- void ofApp::draw() { 	this->cam.begin(); 	ofRotateY(ofGetFrameNum() * 0.5); 	ofRotateX(ofGetFrameNum() * 0.25); 	for (auto& mesh : this->mesh_list) { 		ofSetColor(239); 		mesh.drawFaces(); 		ofSetColor(39); 		mesh.drawWireframe(); 	} 	this->cam.end(); } //-------------------------------------------------------------- int main() { 	ofSetupOpenGL(720, 720, OF_WINDOW); 	ofRunApp(new ofApp()); }  |