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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, line; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetLineWidth(1); ofEnableDepthTest(); this->line.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face.clear(); this->line.clear(); auto len = 150; auto log = 50; for (int k = 0; k < 2; k++) { auto noise_seed = glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000)); auto base_noise_seed = glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000)); for (int i = 0; i <= log; i++) { int face_index = this->face.getNumVertices(); int line_index = this->line.getNumVertices(); auto rotation_x = glm::rotate(glm::mat4(), ofMap(ofNoise(noise_seed.x, (ofGetFrameNum() + i) * -0.005), 0, 1, -PI, PI), glm::vec3(1, 0, 0)); auto rotation_y = glm::rotate(glm::mat4(), ofMap(ofNoise(noise_seed.y, (ofGetFrameNum() + i) * -0.005), 0, 1, -PI, PI), glm::vec3(0, 1, 0)); auto rotation_z = glm::rotate(glm::mat4(), ofMap(ofNoise(noise_seed.z, (ofGetFrameNum() + i) * -0.005), 0, 1, -PI, PI), glm::vec3(0, 0, 1)); vector<glm::vec3> vertices; vertices.push_back(glm::vec3(len * -0.5, len * 0.5, len * -0.5)); vertices.push_back(glm::vec3(len * 0.5, len * 0.5, len * -0.5)); vertices.push_back(glm::vec3(len * 0.5, len * 0.5, len * 0.5)); vertices.push_back(glm::vec3(len * -0.5, len * 0.5, len * 0.5)); vertices.push_back(glm::vec3(len * -0.5, len * -0.5, len * -0.5)); vertices.push_back(glm::vec3(len * 0.5, len * -0.5, len * -0.5)); vertices.push_back(glm::vec3(len * 0.5, len * -0.5, len * 0.5)); vertices.push_back(glm::vec3(len * -0.5, len * -0.5, len * 0.5)); auto base_location = glm::vec3( ofMap(ofNoise(base_noise_seed.x, (ofGetFrameNum() + i) * 0.005), 0, 1, -500, 500), ofMap(ofNoise(base_noise_seed.y, (ofGetFrameNum() + i) * 0.005), 0, 1, -500, 500), ofMap(ofNoise(base_noise_seed.z, (ofGetFrameNum() + i) * 0.005), 0, 1, -500, 500)); for (auto& vertex : vertices) { vertex = base_location + glm::vec4(vertex, 0) * rotation_z * rotation_y * rotation_x; } if (i == 0 || i == log) { this->face.addVertices(vertices); this->line.addVertices(vertices); this->face.addIndex(face_index + 0); this->face.addIndex(face_index + 1); this->face.addIndex(face_index + 2); this->face.addIndex(face_index + 0); this->face.addIndex(face_index + 2); this->face.addIndex(face_index + 3); this->face.addIndex(face_index + 4); this->face.addIndex(face_index + 5); this->face.addIndex(face_index + 6); this->face.addIndex(face_index + 4); this->face.addIndex(face_index + 6); this->face.addIndex(face_index + 7); this->face.addIndex(face_index + 0); this->face.addIndex(face_index + 4); this->face.addIndex(face_index + 1); this->face.addIndex(face_index + 4); this->face.addIndex(face_index + 5); this->face.addIndex(face_index + 1); this->face.addIndex(face_index + 1); this->face.addIndex(face_index + 5); this->face.addIndex(face_index + 6); this->face.addIndex(face_index + 6); this->face.addIndex(face_index + 2); this->face.addIndex(face_index + 1); this->face.addIndex(face_index + 2); this->face.addIndex(face_index + 6); this->face.addIndex(face_index + 7); this->face.addIndex(face_index + 7); this->face.addIndex(face_index + 3); this->face.addIndex(face_index + 2); this->face.addIndex(face_index + 3); this->face.addIndex(face_index + 7); this->face.addIndex(face_index + 4); this->face.addIndex(face_index + 4); this->face.addIndex(face_index + 0); this->face.addIndex(face_index + 3); this->line.addIndex(line_index + 0); this->line.addIndex(line_index + 1); this->line.addIndex(line_index + 1); this->line.addIndex(line_index + 2); this->line.addIndex(line_index + 2); this->line.addIndex(line_index + 3); this->line.addIndex(line_index + 3); this->line.addIndex(line_index + 0); this->line.addIndex(line_index + 4); this->line.addIndex(line_index + 5); this->line.addIndex(line_index + 5); this->line.addIndex(line_index + 6); this->line.addIndex(line_index + 6); this->line.addIndex(line_index + 7); this->line.addIndex(line_index + 7); this->line.addIndex(line_index + 4); this->line.addIndex(line_index + 0); this->line.addIndex(line_index + 4); this->line.addIndex(line_index + 1); this->line.addIndex(line_index + 5); this->line.addIndex(line_index + 2); this->line.addIndex(line_index + 6); this->line.addIndex(line_index + 3); this->line.addIndex(line_index + 7); } else { this->line.addVertices(vertices); if (line_index > 0 && i > 0) { this->line.addIndex(line_index - 8); this->line.addIndex(line_index + 0); this->line.addIndex(line_index - 7); this->line.addIndex(line_index + 1); this->line.addIndex(line_index - 6); this->line.addIndex(line_index + 2); this->line.addIndex(line_index - 5); this->line.addIndex(line_index + 3); this->line.addIndex(line_index - 4); this->line.addIndex(line_index + 4); this->line.addIndex(line_index - 3); this->line.addIndex(line_index + 5); this->line.addIndex(line_index - 2); this->line.addIndex(line_index + 6); this->line.addIndex(line_index - 1); this->line.addIndex(line_index + 7); } } } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofSetColor(239); this->face.draw(); ofSetColor(39); this->line.draw(); for (auto& vertex : this->face.getVertices()) { ofDrawSphere(vertex, 5); } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |