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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) {}; 	void setRingToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float radius, float width, float height, float angle_y); 	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(); 	float angle_y = ofGetFrameNum() * 1.5; 	for (int x = -800; x <= 800; x += 800) { 		for (int y = -800; y <= 800; y += 800) { 			this->setRingToMesh(this->face, this->frame, glm::vec3(x, y, 0), 0, 180, 20, angle_y * DEG_TO_RAD); 			for (auto radius = 120; radius < 360; radius += 30) { 				angle_y -= 15; 				this->setRingToMesh(this->face, this->frame, glm::vec3(x, y, 0), radius, 30, 20, angle_y * DEG_TO_RAD); 			} 		} 	} } //-------------------------------------------------------------- void ofApp::draw() { 	this->cam.begin(); 	ofRotateX(180); 	ofSetColor(39); 	this->face.draw(); 	ofSetColor(239); 	this->frame.drawWireframe(); 	this->cam.end(); } //-------------------------------------------------------------- void ofApp::setRingToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float radius, float width, float height, float angle_y) { 	auto rotation_y = glm::rotate(glm::mat4(), angle_y, glm::vec3(0, 1, 0)); 	int deg_span = 90; 	for (int deg = 0; deg < 360; deg += deg_span) { 		auto face_index = face_target.getNumVertices(); 		vector<glm::vec3> vertices; 		vertices.push_back(glm::vec3((radius + width * 0.5) * cos(deg * DEG_TO_RAD), (radius + width * 0.5) * sin(deg * DEG_TO_RAD), height * -0.5)); 		vertices.push_back(glm::vec3((radius + width * 0.5) * cos((deg + deg_span) * DEG_TO_RAD), (radius + width * 0.5) * sin((deg + deg_span) * DEG_TO_RAD), height * -0.5)); 		vertices.push_back(glm::vec3((radius + width * 0.5) * cos((deg + deg_span) * DEG_TO_RAD), (radius + width * 0.5) * sin((deg + deg_span) * DEG_TO_RAD), height * 0.5)); 		vertices.push_back(glm::vec3((radius + width * 0.5) * cos(deg * DEG_TO_RAD), (radius + width * 0.5) * sin(deg * DEG_TO_RAD), height * 0.5)); 		vertices.push_back(glm::vec3((radius - width * 0.5) * cos(deg * DEG_TO_RAD), (radius - width * 0.5) * sin(deg * DEG_TO_RAD), height * -0.5)); 		vertices.push_back(glm::vec3((radius - width * 0.5) * cos((deg + deg_span) * DEG_TO_RAD), (radius - width * 0.5) * sin((deg + deg_span) * DEG_TO_RAD), height * -0.5)); 		vertices.push_back(glm::vec3((radius - width * 0.5) * cos((deg + deg_span) * DEG_TO_RAD), (radius - width * 0.5) * sin((deg + deg_span) * DEG_TO_RAD), height * 0.5)); 		vertices.push_back(glm::vec3((radius - width * 0.5) * cos(deg * DEG_TO_RAD), (radius - width * 0.5) * sin(deg * DEG_TO_RAD), height * 0.5)); 		for (auto& vertex : vertices) { 			vertex = location + glm::vec4(vertex, 0) * rotation_y; 		} 		face_target.addVertices(vertices); 		face_target.addIndex(face_index + 0); face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 2); 		face_target.addIndex(face_index + 0); face_target.addIndex(face_index + 2); face_target.addIndex(face_index + 3); 		face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 5); face_target.addIndex(face_index + 6); 		face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 6); face_target.addIndex(face_index + 7); 		face_target.addIndex(face_index + 0); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 5); 		face_target.addIndex(face_index + 0); face_target.addIndex(face_index + 5); face_target.addIndex(face_index + 1); 		face_target.addIndex(face_index + 3); face_target.addIndex(face_index + 7); face_target.addIndex(face_index + 6); 		face_target.addIndex(face_index + 3); face_target.addIndex(face_index + 6); face_target.addIndex(face_index + 2); 		auto frame_index = frame_target.getNumVertices(); 		frame_target.addVertices(vertices); 		frame_target.addIndex(frame_index + 0); frame_target.addIndex(frame_index + 1); 		frame_target.addIndex(frame_index + 2); frame_target.addIndex(frame_index + 3); 		frame_target.addIndex(frame_index + 4); frame_target.addIndex(frame_index + 5); 		frame_target.addIndex(frame_index + 6); frame_target.addIndex(frame_index + 7); 	} } //-------------------------------------------------------------- int main() { 	ofSetupOpenGL(720, 720, OF_WINDOW); 	ofRunApp(new ofApp()); }  |