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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 setTriangleToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float radius, float start_deg, float height); ofEasyCam cam; ofMesh face, frame; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofNoFill(); ofEnableDepthTest(); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face.clear(); this->frame.clear(); for (int x = -300; x <= 300; x += 150) { for (int y = -300; y <= 300; y += 150) { for (int z = -300; z <= 300; z += 150) { this->setTriangleToMesh(this->face, this->frame, glm::vec3(x, y, z), ofRandom(30, 50), 0, ofRandom(10, 25)); } } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateX(ofGetFrameNum() * 0.37); ofRotateY(ofGetFrameNum() * 0.72); ofSetColor(39); this->face.drawFaces(); ofSetColor(239); this->frame.drawWireframe(); ofSetColor(39); ofDrawBox(glm::vec3(), 750); this->cam.end(); } //-------------------------------------------------------------- void ofApp::setTriangleToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float radius, float start_deg, float height){ int index = face_target.getNumVertices(); vector<glm::vec3> vertices; for (float deg = start_deg; deg < start_deg + 360; deg += 120) { vertices.push_back(glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), height * -0.5)); vertices.push_back(glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), height * 0.5)); } auto noise_seed = glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000)); for (auto& vertex : vertices) { auto rotation_z = glm::rotate(glm::mat4(), ofMap(ofNoise(noise_seed.z + ofGetFrameNum() * 0.008), 0, 1, PI * -2.5, PI * 2.5), glm::vec3(0, 0, 1)); auto rotation_y = glm::rotate(glm::mat4(), ofMap(ofNoise(noise_seed.y + ofGetFrameNum() * 0.008), 0, 1, PI * -2.5, PI * 2.5), glm::vec3(0, 1, 0)); auto rotation_x = glm::rotate(glm::mat4(), ofMap(ofNoise(noise_seed.x + ofGetFrameNum() * 0.008), 0, 1, PI * -2.5, PI * 2.5), glm::vec3(1, 0, 0)); vertex = location + glm::vec4(vertex, 0) * rotation_z * rotation_y * rotation_x; } face_target.addVertices(vertices); frame_target.addVertices(vertices); face_target.addIndex(index + 0); face_target.addIndex(index + 2); face_target.addIndex(index + 4); face_target.addIndex(index + 1); face_target.addIndex(index + 3); face_target.addIndex(index + 5); face_target.addIndex(index + 0); face_target.addIndex(index + 1); face_target.addIndex(index + 3); face_target.addIndex(index + 0); face_target.addIndex(index + 3); face_target.addIndex(index + 2); face_target.addIndex(index + 2); face_target.addIndex(index + 3); face_target.addIndex(index + 5); face_target.addIndex(index + 2); face_target.addIndex(index + 5); face_target.addIndex(index + 4); face_target.addIndex(index + 4); face_target.addIndex(index + 5); face_target.addIndex(index + 1); face_target.addIndex(index + 4); face_target.addIndex(index + 1); face_target.addIndex(index + 2); frame_target.addIndex(index + 0); frame_target.addIndex(index + 2); frame_target.addIndex(index + 2); frame_target.addIndex(index + 4); frame_target.addIndex(index + 4); frame_target.addIndex(index + 0); frame_target.addIndex(index + 1); frame_target.addIndex(index + 3); frame_target.addIndex(index + 3); frame_target.addIndex(index + 5); frame_target.addIndex(index + 5); frame_target.addIndex(index + 1); frame_target.addIndex(index + 0); frame_target.addIndex(index + 1); frame_target.addIndex(index + 2); frame_target.addIndex(index + 3); frame_target.addIndex(index + 4); frame_target.addIndex(index + 5); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |