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バラバラな輪。
Disjointed Circle.
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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 setRingToMesh(ofMesh& mesh, glm::vec3 location, float radius, float width, int deg_start, int deg_end); ofMesh mesh; float noise_param; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetColor(39); this->noise_param = ofRandom(1000); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->mesh.clear(); int width = 20; int deg_span = 5; for (int x = 90; x < ofGetWidth(); x += 180) { for (int y = 90; y < ofGetHeight(); y += 180) { for (int deg = 0; deg < 360; deg += deg_span) { int radius = ofMap(ofNoise(ofRandom(1000), this->noise_param), 0, 1, 20, 50); this->setRingToMesh(this->mesh, glm::vec3(x, y, 0), radius, width, deg, deg + deg_span); } } } if (ofGetFrameNum() % 60 < 45) { this->noise_param += ofMap(ofGetFrameNum() % 60, 0, 45, 0.1, 0); } } //-------------------------------------------------------------- void ofApp::draw() { this->mesh.draw(); } //-------------------------------------------------------------- void ofApp::setRingToMesh(ofMesh& mesh, glm::vec3 location, float radius, float width, int deg_start, int deg_end) { if (deg_start == deg_end) { return; } int deg_span = 5; for (int deg = deg_start; deg < deg_end; deg += deg_span) { auto index = mesh.getNumVertices(); vector<glm::vec3> vertices; vertices.push_back(location + glm::vec3((radius + width * 0.5) * cos(deg * DEG_TO_RAD), (radius + width * 0.5) * sin(deg * DEG_TO_RAD), 0)); vertices.push_back(location + glm::vec3((radius + width * 0.5) * cos((deg + deg_span) * DEG_TO_RAD), (radius + width * 0.5) * sin((deg + deg_span) * DEG_TO_RAD), 0)); vertices.push_back(location + glm::vec3((radius - width * 0.5) * cos((deg + deg_span) * DEG_TO_RAD), (radius - width * 0.5) * sin((deg + deg_span) * DEG_TO_RAD), 0)); vertices.push_back(location + glm::vec3((radius - width * 0.5) * cos(deg * DEG_TO_RAD), (radius - width * 0.5) * sin(deg * DEG_TO_RAD), 0)); mesh.addVertices(vertices); mesh.addIndex(index + 0); mesh.addIndex(index + 1); mesh.addIndex(index + 2); mesh.addIndex(index + 0); mesh.addIndex(index + 2); mesh.addIndex(index + 3); } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |