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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()); }  |