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剥がれ落ちる球体。
flaking sphere.
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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 mouseEntered(int x, int y) {}; void mouseExited(int x, int y) {}; void windowResized(int w, int h) {}; void dragEvent(ofDragInfo dragInfo) {}; void gotMessage(ofMessage msg) {}; ofEasyCam cam; vector<ofMeshFace> triangle_list; ofMesh mesh; vector<vector<glm::vec3>> fragment_list; vector<float> fragment_life_list; vector<glm::vec3> fragment_velocity_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofSetLineWidth(3); ofEnableDepthTest(); auto ico_sphere = ofIcoSpherePrimitive(125, 2); this->triangle_list = ico_sphere.getMesh().getUniqueFaces(); } //-------------------------------------------------------------- void ofApp::update() { this->mesh.clear(); ofSeedRandom(39); auto base_location_noise = glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000)); auto base_location = glm::vec3( ofMap(ofNoise(base_location_noise.x, ofGetFrameNum() * 0.005), 0, 1, -300, 300), ofMap(ofNoise(base_location_noise.y, ofGetFrameNum() * 0.005), 0, 1, -300, 300), ofMap(ofNoise(base_location_noise.z, ofGetFrameNum() * 0.005), 0, 1, -50, 50) ); auto prev_base_location = glm::vec3( ofMap(ofNoise(base_location_noise.x, (ofGetFrameNum() + 1) * 0.005), 0, 1, -300, 300), ofMap(ofNoise(base_location_noise.y, (ofGetFrameNum() + 1) * 0.005), 0, 1, -300, 300), ofMap(ofNoise(base_location_noise.z, (ofGetFrameNum() + 1) * 0.005), 0, 1, -50, 50) ); auto velocity = base_location - prev_base_location; auto noise_seed = glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000)); for (auto& triangle : this->triangle_list) { int index = this->mesh.getNumVertices(); auto avg = glm::vec3(triangle.getVertex(0) + triangle.getVertex(1) + triangle.getVertex(2)) / 3; auto param = (int)(ofRandom(1000) + ofGetFrameNum()) % 200; vector<glm::vec3> vertices; for (int j = 0; j < 3; j++) { glm::vec3 location = glm::vec3(triangle.getVertex(j).x, triangle.getVertex(j).y, triangle.getVertex(j).z); auto rotation_x = glm::rotate(glm::mat4(), ofMap(ofNoise(noise_seed.x, ofGetFrameNum() * 0.0035), 0, 1, -PI, PI), glm::vec3(1, 0, 0)); auto rotation_y = glm::rotate(glm::mat4(), ofMap(ofNoise(noise_seed.y, ofGetFrameNum() * 0.0035), 0, 1, -PI, PI), glm::vec3(0, 1, 0)); auto rotation_z = glm::rotate(glm::mat4(), ofMap(ofNoise(noise_seed.z, ofGetFrameNum() * 0.0035), 0, 1, -PI, PI), glm::vec3(0, 0, 1)); location = glm::vec4(location, 0) * rotation_z * rotation_y * rotation_x; vertices.push_back(location + base_location); } if(param == 0){ this->fragment_list.push_back(vertices); this->fragment_life_list.push_back(255); this->fragment_velocity_list.push_back(velocity * 1.5 + avg * 0.005); } else if (param > 50) { this->mesh.addVertices(vertices); this->mesh.addIndex(index + 0); this->mesh.addIndex(index + 1); this->mesh.addIndex(index + 2); } } for (int i = this->fragment_list.size() - 1; i >= 0; i--) { for (auto& vertex : this->fragment_list[i]) { vertex += this->fragment_velocity_list[i]; } this->fragment_life_list[i] -= 5; if (this->fragment_life_list[i] < 0) { this->fragment_list.erase(this->fragment_list.begin() + i); this->fragment_life_list.erase(this->fragment_life_list.begin() + i); this->fragment_velocity_list.erase(this->fragment_velocity_list.begin() + i); } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofSetColor(39); this->mesh.drawFaces(); ofSetColor(239); this->mesh.drawWireframe(); for (int i = 0; i < this->fragment_list.size(); i++) { ofSetColor(39, this->fragment_life_list[i]); ofFill(); ofBeginShape(); ofVertices(this->fragment_list[i]); ofEndShape(true); ofSetColor(239, this->fragment_life_list[i]); ofNoFill(); ofBeginShape(); ofVertices(this->fragment_list[i]); ofEndShape(true); } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |