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三角錐で出来た立方体。
Cube made of triangular pyramids.
[ 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; ofMesh face, frame; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofEnableDepthTest(); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face.clear(); this->frame.clear(); int len = 100; for (int r = 0; r < 6; r++) { vector<glm::vec3> vertices; vertices.push_back(glm::vec3()); vertices.push_back(glm::vec3(-len * 0.5, -len * 0.5, -len * 0.5)); vertices.push_back(glm::vec3(len * 0.5, -len * 0.5, -len * 0.5)); vertices.push_back(glm::vec3(len * 0.5, -len * 0.5, len * 0.5)); vertices.push_back(glm::vec3(-len * 0.5, -len * 0.5, len * 0.5)); int angle; glm::highp_mat4 rotation; float noise_value; if (r < 4) { angle = r * 90; rotation = glm::rotate(glm::mat4(), (float)(angle * DEG_TO_RAD), glm::vec3(1, 0, 0)); noise_value = ofNoise(ofRandom(1000), ofGetFrameNum() * 0.01); } else { angle = r == 5 ? 90 : 270; rotation = glm::rotate(glm::mat4(), (float)(angle * DEG_TO_RAD), glm::vec3(0, 0, 1)); noise_value = ofNoise(ofRandom(1000), ofGetFrameNum() * 0.01); } auto rotation_y = glm::rotate(glm::mat4(), (float)(noise_value < 0.55 ? 0 : ofMap(noise_value, 0.55, 1, 0, 12)), glm::vec3(0, 1, 0)); for (auto& vertex : vertices) { vertex = (glm::vec4(vertex, 0) + glm::vec4(0, noise_value < 0.48 ? -1 : ofMap(noise_value, 0.48, 1, -1, -150), 0, 0)) * rotation_y * rotation; } auto index = this->face.getNumVertices(); 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->face.addIndex(index + 0); this->face.addIndex(index + 3); this->face.addIndex(index + 4); this->face.addIndex(index + 0); this->face.addIndex(index + 4); this->face.addIndex(index + 1); this->face.addIndex(index + 1); this->face.addIndex(index + 2); this->face.addIndex(index + 3); this->face.addIndex(index + 1); this->face.addIndex(index + 3); this->face.addIndex(index + 4); this->frame.addIndex(index + 0); this->frame.addIndex(index + 1); this->frame.addIndex(index + 0); this->frame.addIndex(index + 2); this->frame.addIndex(index + 0); this->frame.addIndex(index + 3); this->frame.addIndex(index + 0); this->frame.addIndex(index + 4); this->frame.addIndex(index + 1); this->frame.addIndex(index + 2); this->frame.addIndex(index + 2); this->frame.addIndex(index + 3); this->frame.addIndex(index + 3); this->frame.addIndex(index + 4); this->frame.addIndex(index + 4); this->frame.addIndex(index + 1); } } //-------------------------------------------------------------- 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(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |