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コーディングを間違えてしまいましたが、見た目は良いので良しとします。
I made a coding mistake, but it looks good, so that’s good.
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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; vector<ofMesh> face_list, frame_list, edge_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face_list.clear(); this->frame_list.clear(); this->edge_list.clear(); auto noise_value = ofNoise(ofRandom(1000), ofGetFrameNum() * 0.01); for (int radius = 50; radius < 350; radius += 30) { ofMesh face, frame, edge; frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); for (int deg = 0; deg <= 360; deg += 1) { auto location = glm::vec2(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD)); auto z = ofMap(ofNoise(glm::vec3(location * 0.005, ofGetFrameNum() * 0.05)), 0, 1, 0, radius) * ofMap(noise_value, 0, 1, 0, 2); auto line_z = z / 10; // 正しくは、z * 1.1; face.addVertex(glm::vec3(location, 0)); face.addVertex(glm::vec3(location, z)); frame.addVertex(glm::vec3(location, 0)); frame.addVertex(glm::vec3(location, z)); edge.addVertex(glm::vec3(location, z)); edge.addVertex(glm::vec3(location, line_z)); edge.addColor(ofColor(39)); edge.addColor(ofColor(239)); if (face.getNumVertices() > 2) { face.addIndex(face.getNumVertices() - 1); face.addIndex(face.getNumVertices() - 2); face.addIndex(face.getNumVertices() - 4); face.addIndex(face.getNumVertices() - 1); face.addIndex(face.getNumVertices() - 3); face.addIndex(face.getNumVertices() - 4); frame.addIndex(frame.getNumVertices() - 1); frame.addIndex(frame.getNumVertices() - 3); frame.addIndex(frame.getNumVertices() - 2); frame.addIndex(frame.getNumVertices() - 4); edge.addIndex(face.getNumVertices() - 1); edge.addIndex(face.getNumVertices() - 2); edge.addIndex(face.getNumVertices() - 4); edge.addIndex(face.getNumVertices() - 1); edge.addIndex(face.getNumVertices() - 3); edge.addIndex(face.getNumVertices() - 4); } } this->face_list.push_back(face); this->frame_list.push_back(frame); this->edge_list.push_back(edge); } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); for (int i = 0; i < this->face_list.size(); i++) { ofSetColor(39); this->face_list[i].drawFaces(); ofSetColor(239); this->frame_list[i].drawWireframe(); this->edge_list[i].drawFaces(); } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |
[ Link ]
https://github.com/junkiyoshi/Insta20210830
[ Kinako ]