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ポイントをX、Y、Z方向に動かして、うねりを作る。
Move the point in the X, Y, and Z directions to create a swell.
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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) {}; glm::vec3 rotate(glm::vec3 seed, glm::vec3 location); ofEasyCam cam; ofMesh mesh; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofSetLineWidth(1); ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->mesh.clear(); auto span = 5; auto seed = glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000)); for (int x = -300; x <= 300; x += span) { for (int y = -300; y <= 300; y += span) { vector<glm::vec3> vertices; vertices.push_back(this->rotate(seed, glm::vec3(x, y, 0))); vertices.push_back(this->rotate(seed, glm::vec3(x + span, y, 0))); vertices.push_back(this->rotate(seed, glm::vec3(x + span, y + span, 0))); vertices.push_back(this->rotate(seed, glm::vec3(x, y + span, 0))); for (auto& vertex : vertices) { vertex.z = ofMap(vertex.z, -5, 5, -15, 15); } this->mesh.addVertices(vertices); this->mesh.addIndex(this->mesh.getNumVertices() - 1); this->mesh.addIndex(this->mesh.getNumVertices() - 2); this->mesh.addIndex(this->mesh.getNumVertices() - 3); this->mesh.addIndex(this->mesh.getNumVertices() - 1); this->mesh.addIndex(this->mesh.getNumVertices() - 3); this->mesh.addIndex(this->mesh.getNumVertices() - 4); } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofSetColor(39); this->mesh.draw(); ofTranslate(0, 0, 0.01); ofSetColor(239); this->mesh.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- glm::vec3 ofApp::rotate(glm::vec3 seed, glm::vec3 location) { float deg_x = ofMap(ofNoise(seed.x, location.x * 0.01, location.y * 0.01 + ofGetFrameNum() * 0.005), 0, 1, -180, 180); float deg_y = ofMap(ofNoise(seed.y, location.x * 0.01, location.y * 0.01 + ofGetFrameNum() * 0.005), 0, 1, -180, 180); float deg_z = ofMap(ofNoise(seed.z, location.x * 0.01, location.y * 0.01 + ofGetFrameNum() * 0.005), 0, 1, -180, 180); auto rotation_x = glm::rotate(glm::mat4(), deg_x * (float)DEG_TO_RAD, glm::vec3(1, 0, 0)); auto rotation_y = glm::rotate(glm::mat4(), deg_y * (float)DEG_TO_RAD, glm::vec3(0, 1, 0)); auto rotation_z = glm::rotate(glm::mat4(), deg_z * (float)DEG_TO_RAD, glm::vec3(0, 0, 1)); auto tmp = glm::vec3(5 * cos(0 * DEG_TO_RAD), 5 * sin(0 * DEG_TO_RAD), 0); tmp = glm::vec4(tmp, 0) * rotation_z * rotation_y * rotation_x; return location + tmp; } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |