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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()); } |