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円を曲げる。
Bend the 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 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) {}; 	ofEasyCam cam; 	ofMesh face, frame; };  | 
					
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						#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(60); 	ofSetWindowTitle("openframeworks"); 	ofBackground(239); 	ofEnableDepthTest(); 	this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { 	ofSeedRandom(39); 	this->face.clear(); 	this->frame.clear(); 	auto len = 10; 	for (int radius = 0; radius < 100; radius += len) { 		auto noise_location = glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000)); 		for (int deg = 0; deg < 360; deg += 1) { 			int index = this->face.getNumVertices(); 			vector<glm::vec3> vertices; 			vertices.push_back(glm::vec3(glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), 0))); 			vertices.push_back(glm::vec3(glm::vec3((radius + len) * cos(deg * DEG_TO_RAD), (radius + len) * sin(deg * DEG_TO_RAD), 0))); 			vertices.push_back(glm::vec3(glm::vec3((radius + len) * cos((deg + 1) * DEG_TO_RAD), (radius + len) * sin((deg + 1) * DEG_TO_RAD), 0))); 			vertices.push_back(glm::vec3(glm::vec3(radius * cos((deg + 1) * DEG_TO_RAD), radius * sin((deg + 1) * DEG_TO_RAD), 0))); 			auto angle_x = ofMap(ofNoise(noise_location.x, cos(deg * DEG_TO_RAD) * 0.3, ofGetFrameNum() * 0.001), 0, 1, 0, PI * 2); 			auto angle_y = ofMap(ofNoise(noise_location.y, sin(deg * DEG_TO_RAD) * 0.3, ofGetFrameNum() * 0.001), 0, 1, 0, PI * 2); 			auto angle_z = ofMap(ofNoise(noise_location.z, ofGetFrameNum() * 0.0035), 0, 1, 0, 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)); 			vertices[0] = glm::vec4(vertices[0], 0) * rotation_z * rotation_y * rotation_x; 			vertices[1] = glm::vec4(vertices[1], 0) * rotation_z * rotation_y * rotation_x; 			angle_x = ofMap(ofNoise(noise_location.x, cos((deg + 1) * DEG_TO_RAD) * 0.3, ofGetFrameNum() * 0.001), 0, 1, 0, PI * 2); 			angle_y = ofMap(ofNoise(noise_location.y, sin((deg + 1) * DEG_TO_RAD) * 0.3, ofGetFrameNum() * 0.001), 0, 1, 0, PI * 2); 			rotation_x = glm::rotate(glm::mat4(), angle_x, glm::vec3(1, 0, 0)); 			rotation_y = glm::rotate(glm::mat4(), angle_y, glm::vec3(0, 1, 0)); 			vertices[2] = glm::vec4(vertices[2], 0) * rotation_z * rotation_y * rotation_x; 			vertices[3] = glm::vec4(vertices[3], 0) * rotation_z * rotation_y * rotation_x; 			this->face.addVertices(vertices); 			this->frame.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); 			this->frame.addIndex(index + 0); this->frame.addIndex(index + 3); 			this->frame.addIndex(index + 1); this->frame.addIndex(index + 2); 		} 	} } //-------------------------------------------------------------- void ofApp::draw() { 	this->cam.begin(); 	ofRotateY(ofGetFrameNum() * 0.5); 	ofRotateX(ofGetFrameNum() * 0.25); 	ofSetColor(39); 	this->face.draw(); 	ofSetColor(239); 	this->frame.draw(); 	this->cam.end(); } //-------------------------------------------------------------- int main() { 	ofSetupOpenGL(1280, 720, OF_WINDOW); 	ofRunApp(new ofApp()); }  |