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ばらばら球体。
Disjointed sphere.
[ Source ]
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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) {}; ofEasyCam cam; ofIcoSpherePrimitive ico_sphere; ofMesh mesh, frame; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofSetLineWidth(2); ofEnableDepthTest(); this->ico_sphere = ofIcoSpherePrimitive(300, 3); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { this->mesh.clear(); this->frame.clear(); auto triangle_list = this->ico_sphere.getMesh().getUniqueFaces(); for (auto& triangle : triangle_list) { auto index = this->mesh.getNumVertices(); glm::vec3 avg = (triangle.getVertex(0) + triangle.getVertex(1) + triangle.getVertex(2)) / 3; auto noise_value = ofNoise(glm::vec4(avg * 0.01, ofGetFrameNum() * 0.005)); auto noise_radius = 100; if (noise_value > 0.7) { noise_radius = ofMap(noise_value, 0.7, 1, 100, 350); } vector<glm::vec3> vertices; vertices.push_back(glm::normalize(triangle.getVertex(0)) * (noise_radius + 20)); vertices.push_back(glm::normalize(triangle.getVertex(1)) * (noise_radius + 20)); vertices.push_back(glm::normalize(triangle.getVertex(2)) * (noise_radius + 20)); vertices.push_back(glm::normalize(triangle.getVertex(0)) * (noise_radius - 20)); vertices.push_back(glm::normalize(triangle.getVertex(1)) * (noise_radius - 20)); vertices.push_back(glm::normalize(triangle.getVertex(2)) * (noise_radius - 20)); mesh.addVertices(vertices); frame.addVertices(vertices); mesh.addIndex(index + 0); mesh.addIndex(index + 1); mesh.addIndex(index + 2); mesh.addIndex(index + 3); mesh.addIndex(index + 4); mesh.addIndex(index + 5); mesh.addIndex(index + 0); mesh.addIndex(index + 3); mesh.addIndex(index + 4); mesh.addIndex(index + 0); mesh.addIndex(index + 4); mesh.addIndex(index + 1); mesh.addIndex(index + 1); mesh.addIndex(index + 4); mesh.addIndex(index + 5); mesh.addIndex(index + 1); mesh.addIndex(index + 5); mesh.addIndex(index + 2); mesh.addIndex(index + 2); mesh.addIndex(index + 5); mesh.addIndex(index + 3); mesh.addIndex(index + 2); mesh.addIndex(index + 3); mesh.addIndex(index + 0); frame.addIndex(index + 0); frame.addIndex(index + 1); frame.addIndex(index + 1); frame.addIndex(index + 2); frame.addIndex(index + 2); frame.addIndex(index + 0); frame.addIndex(index + 3); frame.addIndex(index + 4); frame.addIndex(index + 4); frame.addIndex(index + 5); frame.addIndex(index + 5); frame.addIndex(index + 3); frame.addIndex(index + 0); frame.addIndex(index + 3); frame.addIndex(index + 1); frame.addIndex(index + 4); frame.addIndex(index + 2); frame.addIndex(index + 5); } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(ofGetFrameNum() * 0.5); ofSetColor(39); this->mesh.draw(); ofSetColor(239); this->frame.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(1280, 720, OF_WINDOW); ofRunApp(new ofApp()); } |
[ Link ]
https://github.com/junkiyoshi/Insta20200224