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ofNoise(x, y + ofGetFrameNum())で伝播する動き。
Movement propagated by ofNoise(x, y + ofGetFrameNum())
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| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 | #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 setRingToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float radius, float height); 	ofEasyCam cam; 	ofMesh face, frame; }; | 
| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 | #include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(60); 	ofSetWindowTitle("openFrameworks"); 	ofBackground(239); 	ofSetLineWidth(1.5); 	ofEnableDepthTest(); 	this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { 	this->face.clear(); 	this->frame.clear(); 	for (int radius = 50; radius <= 170; radius += 20) { 		this->setRingToMesh(this->face, this->frame, glm::vec3(), radius, 60); 	} } //-------------------------------------------------------------- void ofApp::draw() { 	this->cam.begin(); 	ofRotateY(-39); 	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 height) { 	int index = face_target.getNumVertices(); 	for (int deg = 0; deg < 360; deg += 1) { 		vector<glm::vec3> vertices; 		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 + 1) * DEG_TO_RAD), radius * sin((deg + 1) * DEG_TO_RAD), height * -0.5)); 		vertices.push_back(glm::vec3(radius * cos((deg + 1) * DEG_TO_RAD), radius * sin((deg + 1) * 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)); 		for (auto& vertex : vertices) { 			auto noise_value = ofNoise( 				(vertex.x) * 0.0015, 				(vertex.y) * 0.0015 + ofGetFrameNum() * 0.008); 			float param = 0.5; 			if (noise_value < 0.3) { param = ofMap(noise_value, 0, 0.3, 0, 0.5); } 			if (noise_value > 0.7) { param = ofMap(noise_value, 0.7, 1, 0.5, 1); } 			auto rotation = glm::rotate(glm::mat4(), ofMap(param, 0, 1, -PI * 3, PI * 3), glm::vec3(0, 1, 0)); 			vertex = glm::vec4(vertex, 0) * rotation + glm::vec4(location, 0); 		} 		auto face_index = face_target.getNumVertices(); 		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); 		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); 	} } //-------------------------------------------------------------- int main() { 	ofSetupOpenGL(720, 720, OF_WINDOW); 	ofRunApp(new ofApp()); } |