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Boxの波。
Boxes wave.
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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 windowResized(int w, int h) {}; void dragEvent(ofDragInfo dragInfo) {}; void gotMessage(ofMessage msg) {}; void setBoxToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float size); void setBoxToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float height, float width, float depth); ofEasyCam cam; ofMesh face, frame; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofSetLineWidth(2); ofEnableDepthTest(); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { this->face.clear(); this->frame.clear(); auto span = 15; auto max_height = 300; auto threshold = (int)ofGetFrameNum() % 480 - 30; for (auto x = -300; x <= 300; x += span) { for (auto y = -300; y <= 300; y += span) { auto len = ofMap(ofNoise(x * 0.005, y * 0.005, -300, ofGetFrameNum() * 0.01), 0, 1, 0, max_height); this->setBoxToMesh(this->face, this->frame, glm::vec3(x, y, -300 + len * 0.5), span, span, len); len = max_height - len; this->setBoxToMesh(this->face, this->frame, glm::vec3(x, y, 300 - len * 0.5), span, span, len); } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateX(270); ofRotateZ(ofGetFrameNum() * 0.5); ofSetColor(239); this->face.draw(); ofSetColor(39); this->frame.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- void ofApp::setBoxToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float size) { this->setBoxToMesh(face_target, frame_target, location, size, size, size); } //-------------------------------------------------------------- void ofApp::setBoxToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float height, float width, float depth) { int index = face_target.getVertices().size(); face_target.addVertex(location + glm::vec3(width * -0.5 * 0.999, height * 0.5 * 0.999, depth * -0.5 * 0.999)); face_target.addVertex(location + glm::vec3(width * 0.5 * 0.999, height * 0.5 * 0.999, depth * -0.5 * 0.999)); face_target.addVertex(location + glm::vec3(width * 0.5 * 0.999, height * 0.5 * 0.999, depth * 0.5 * 0.999)); face_target.addVertex(location + glm::vec3(width * -0.5 * 0.999, height * 0.5 * 0.999, depth * 0.5 * 0.999)); face_target.addVertex(location + glm::vec3(width * -0.5 * 0.999, height * -0.5 * 0.999, depth * -0.5 * 0.999)); face_target.addVertex(location + glm::vec3(width * 0.5 * 0.999, height * -0.5 * 0.999, depth * -0.5 * 0.999)); face_target.addVertex(location + glm::vec3(width * 0.5 * 0.999, height * -0.5 * 0.999, depth * 0.5 * 0.999)); face_target.addVertex(location + glm::vec3(width * -0.5 * 0.999, height * -0.5 * 0.999, depth * 0.5 * 0.999)); face_target.addIndex(index + 0); face_target.addIndex(index + 1); face_target.addIndex(index + 2); face_target.addIndex(index + 0); face_target.addIndex(index + 2); face_target.addIndex(index + 3); face_target.addIndex(index + 4); face_target.addIndex(index + 5); face_target.addIndex(index + 6); face_target.addIndex(index + 4); face_target.addIndex(index + 6); face_target.addIndex(index + 7); face_target.addIndex(index + 0); face_target.addIndex(index + 4); face_target.addIndex(index + 1); face_target.addIndex(index + 4); face_target.addIndex(index + 5); face_target.addIndex(index + 1); face_target.addIndex(index + 1); face_target.addIndex(index + 5); face_target.addIndex(index + 6); face_target.addIndex(index + 6); face_target.addIndex(index + 2); face_target.addIndex(index + 1); face_target.addIndex(index + 2); face_target.addIndex(index + 6); face_target.addIndex(index + 7); face_target.addIndex(index + 7); face_target.addIndex(index + 3); face_target.addIndex(index + 2); face_target.addIndex(index + 3); face_target.addIndex(index + 7); face_target.addIndex(index + 4); face_target.addIndex(index + 4); face_target.addIndex(index + 0); face_target.addIndex(index + 3); frame_target.addVertex(location + glm::vec3(width * -0.5, height * 0.5, depth * -0.5)); frame_target.addVertex(location + glm::vec3(width * 0.5, height * 0.5, depth * -0.5)); frame_target.addVertex(location + glm::vec3(width * 0.5, height * 0.5, depth * 0.5)); frame_target.addVertex(location + glm::vec3(width * -0.5, height * 0.5, depth * 0.5)); frame_target.addVertex(location + glm::vec3(width * -0.5, height * -0.5, depth * -0.5)); frame_target.addVertex(location + glm::vec3(width * 0.5, height * -0.5, depth * -0.5)); frame_target.addVertex(location + glm::vec3(width * 0.5, height * -0.5, depth * 0.5)); frame_target.addVertex(location + glm::vec3(width * -0.5, height * -0.5, depth * 0.5)); frame_target.addIndex(index + 0); frame_target.addIndex(index + 1); frame_target.addIndex(index + 1); frame_target.addIndex(index + 2); frame_target.addIndex(index + 2); frame_target.addIndex(index + 3); frame_target.addIndex(index + 3); frame_target.addIndex(index + 0); frame_target.addIndex(index + 4); frame_target.addIndex(index + 5); frame_target.addIndex(index + 5); frame_target.addIndex(index + 6); frame_target.addIndex(index + 6); frame_target.addIndex(index + 7); frame_target.addIndex(index + 7); frame_target.addIndex(index + 4); frame_target.addIndex(index + 0); frame_target.addIndex(index + 4); frame_target.addIndex(index + 1); frame_target.addIndex(index + 5); frame_target.addIndex(index + 2); frame_target.addIndex(index + 6); frame_target.addIndex(index + 3); frame_target.addIndex(index + 7); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(1280, 720, OF_WINDOW); ofRunApp(new ofApp()); } |