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球体分裂。
Sphere split.
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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(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofEnableDepthTest(); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face.clear(); this->frame.clear(); int radius = 180; float phi_deg_step = 5; float theta_deg_step = 3; for (float theta_deg = theta_deg_step; theta_deg < 180; theta_deg += theta_deg_step) { float noise_param = radius * cos((theta_deg)* DEG_TO_RAD); float noise_value = ofNoise(noise_param * 0.01, ofGetFrameNum() * 0.005); float noise_x = 0; if (noise_value > 0.85) { noise_x = ofMap(noise_value, 0.85, 1, 0, 230); } else if (noise_value < 0.15) { noise_x = ofMap(noise_value, 0, 0.15, -230, 0); } for (float phi_deg = 0; phi_deg < 360; phi_deg += phi_deg_step) { float upper_z = radius * cos((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD); float bottom_z = radius * cos((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD); auto index = this->face.getNumVertices(); vector<glm::vec3> vertices; vertices.push_back(glm::vec3( noise_x + radius * sin((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD) * cos((phi_deg + phi_deg_step * 0.5) * DEG_TO_RAD), radius * sin((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD) * sin((phi_deg + phi_deg_step * 0.5) * DEG_TO_RAD), radius * cos((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD))); vertices.push_back(glm::vec3( noise_x + radius * sin((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD) * cos((phi_deg - phi_deg_step * 0.5) * DEG_TO_RAD), radius * sin((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD) * sin((phi_deg - phi_deg_step * 0.5) * DEG_TO_RAD), radius * cos((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD))); vertices.push_back(glm::vec3( noise_x + radius * sin((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD) * cos((phi_deg + phi_deg_step * 0.5) * DEG_TO_RAD), radius * sin((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD) * sin((phi_deg + phi_deg_step * 0.5) * DEG_TO_RAD), radius * cos((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD))); vertices.push_back(glm::vec3( noise_x + radius * sin((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD) * cos((phi_deg - phi_deg_step * 0.5) * DEG_TO_RAD), radius * sin((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD) * sin((phi_deg - phi_deg_step * 0.5) * DEG_TO_RAD), radius * cos((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD))); vertices.push_back(glm::vec3(noise_x, 0, upper_z)); vertices.push_back(glm::vec3(noise_x, 0, bottom_z)); this->face.addVertices(vertices); this->frame.addVertices(vertices); this->face.addIndex(index + 0); this->face.addIndex(index + 1); this->face.addIndex(index + 3); this->face.addIndex(index + 0); this->face.addIndex(index + 3); this->face.addIndex(index + 2); this->face.addIndex(index + 0); this->face.addIndex(index + 1); this->face.addIndex(index + 4); this->face.addIndex(index + 2); this->face.addIndex(index + 3); this->face.addIndex(index + 5); this->frame.addIndex(index + 0); this->frame.addIndex(index + 1); this->frame.addIndex(index + 3); this->frame.addIndex(index + 2); } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateX(270); ofSetColor(39); this->face.draw(); ofSetColor(239); this->frame.draw(); this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |