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正方形を回転させて、辺の残像を描きます。
Rotate the square to draw an afterimage of side.
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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 frame; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetLineWidth(1.5); ofEnableDepthTest(); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->frame.clear(); int len = 250; auto noise_seed = glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000)); for (int i = 0; i < 10; i++) { auto angle_x = ofMap(ofNoise(noise_seed.x, i * 0.005 + ofGetFrameNum() * 0.005), 0, 1, -PI, PI); auto angle_y = ofMap(ofNoise(noise_seed.y, i * 0.005 + ofGetFrameNum() * 0.005), 0, 1, -PI, PI); auto angle_z = ofMap(ofNoise(noise_seed.z, i * 0.005 + ofGetFrameNum() * 0.005), 0, 1, -PI, 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)); auto index = this->frame.getNumVertices(); vector<glm::vec3> vertices; 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)); 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)); for (auto& vertex : vertices) { vertex = glm::vec4(vertex, 0) * rotation_z * rotation_y * rotation_x; this->frame.addColor(ofColor(39, ofMap(i, 0, 10, 64, 255))); } this->frame.addVertices(vertices); this->frame.addIndex(index + 0); this->frame.addIndex(index + 1); 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 + 0); this->frame.addIndex(index + 4); this->frame.addIndex(index + 5); this->frame.addIndex(index + 5); this->frame.addIndex(index + 6); this->frame.addIndex(index + 6); this->frame.addIndex(index + 7); this->frame.addIndex(index + 7); this->frame.addIndex(index + 4); this->frame.addIndex(index + 0); this->frame.addIndex(index + 4); this->frame.addIndex(index + 1); this->frame.addIndex(index + 5); this->frame.addIndex(index + 2); this->frame.addIndex(index + 6); this->frame.addIndex(index + 3); this->frame.addIndex(index + 7); } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); this->frame.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |