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つぎはぎ箱。
Patchwork box.
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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) {}; glm::vec2 make_point(int len, int param); ofEasyCam cam; ofMesh face, frame; int number_of_vertices; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openframeworks"); ofBackground(239); ofEnableDepthTest(); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); this->number_of_vertices = 400; for (int i = 0; i < this->number_of_vertices - 3; i += 4) { this->face.addIndex(i + 0); this->face.addIndex(i + 1); this->face.addIndex(i + 2); this->face.addIndex(i + 0); this->face.addIndex(i + 2); this->face.addIndex(i + 3); this->frame.addIndex(i + 0); this->frame.addIndex(i + 1); this->frame.addIndex(i + 0); this->frame.addIndex(i + 3); this->frame.addIndex(i + 2); this->frame.addIndex(i + 1); this->frame.addIndex(i + 2); this->frame.addIndex(i + 3); } } //-------------------------------------------------------------- void ofApp::update() { int len = 200; vector<glm::vec3> vertices; int param = ofRandom(100); if (ofRandom(1) < 0.5) { vertices.push_back(glm::vec3(this->make_point(len, param), len * 0.5)); vertices.push_back(glm::vec3(this->make_point(len, param + 2), len * 0.5)); vertices.push_back(glm::vec3(this->make_point(len, 100 - param - 2), len * 0.5)); vertices.push_back(glm::vec3(this->make_point(len, 100 - param), len * 0.5)); } else { vertices.push_back(glm::vec3(this->make_point(len, param), len * 0.5)); vertices.push_back(glm::vec3(this->make_point(len, param + 2), len * 0.5)); vertices.push_back(glm::vec3(this->make_point(len, 150 - param - 2), len * 0.5)); vertices.push_back(glm::vec3(this->make_point(len, 150 - param), len * 0.5)); } int r = (int)ofRandom(6); if (r < 4) { auto angle_y = r * 90; auto rotation_y = glm::rotate(glm::mat4(), (float)(angle_y * DEG_TO_RAD), glm::vec3(0, 1, 0)); for (auto& vertex : vertices) { vertex = glm::vec4(vertex, 0) * rotation_y; } } else { auto angle_x = r == 5 ? 90 : 270; auto rotation_x = glm::rotate(glm::mat4(), (float)(angle_x * DEG_TO_RAD), glm::vec3(1, 0, 0)); for (auto& vertex : vertices) { vertex = glm::vec4(vertex, 0) * rotation_x; } } auto index = this->face.getNumVertices(); this->face.addVertices(vertices); this->frame.addVertices(vertices); while (this->face.getNumVertices() > this->number_of_vertices) { this->face.removeVertex(0); this->face.removeVertex(0); this->face.removeVertex(0); this->face.removeVertex(0); this->frame.removeVertex(0); this->frame.removeVertex(0); this->frame.removeVertex(0); this->frame.removeVertex(0); } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(ofGetFrameNum() * 0.85); ofRotateX(ofGetFrameNum() * 0.5); ofSetColor(39); this->face.draw(); ofSetColor(239); this->frame.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- glm::vec2 ofApp::make_point(int len, int param) { param = (param + 100) % 100; if (param < 25) { return glm::vec2(ofMap(param, 0, 25, -len * 0.5, len * 0.5), -len * 0.5); } else if (param < 50) { return glm::vec2(len * 0.5, ofMap(param, 25, 50, -len * 0.5, len * 0.5)); } else if (param < 75) { return glm::vec2(ofMap(param, 50, 75, len * 0.5, -len * 0.5), len * 0.5); } else { return glm::vec2(-len * 0.5, ofMap(param, 75, 100, len * 0.5, -len * 0.5)); } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |