[ Video ]
[ About ]
座標から生成したノイズ値で回転させる。
Rotate with the noise value generated from the coordinates.
[ Source ]
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 |
#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, int deg_start, int deg_end, glm::vec2 noise_seed); 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 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 |
#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofSetLineWidth(2); ofEnableDepthTest(); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face.clear(); this->frame.clear(); for (int x = -840; x <= 840; x += 560) { for (int y = -840; y <= 840; y += 560) { auto noise_seed = glm::vec2(ofRandom(1000), ofRandom(1000)); this->setRingToMesh(this->face, this->frame, glm::vec3(x, y, 0), 0, 40, 15, 0, 360, noise_seed); for (auto radius = 50; radius < 250; radius += 10) { for (int deg = 0; deg < 360; deg += 30) { this->setRingToMesh(this->face, this->frame, glm::vec3(x, y, 0), radius, 10, 15, deg, deg + 15, noise_seed); } } } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofSetColor(239); this->face.draw(); ofSetColor(39); this->frame.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- void ofApp::setRingToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float radius, float width, float height, int deg_start, int deg_end, glm::vec2 noise_seed) { auto index = frame_target.getNumVertices(); auto noise_value = radius != 0 ? glm::vec2(ofNoise(noise_seed.x - radius * 0.003 + ofGetFrameNum() * 0.0085), ofNoise(noise_seed.y - radius * 0.003 + ofGetFrameNum() * 0.0085)) : glm::vec2(ofNoise(noise_seed.x - 40 * 0.003 + ofGetFrameNum() * 0.0085), ofNoise(noise_seed.y - 40 * 0.003 + ofGetFrameNum() * 0.0085)); auto next_noise_value = radius != 0 ? glm::vec2(ofNoise(noise_seed.x - (radius + width) * 0.003 + ofGetFrameNum() * 0.0085), ofNoise(noise_seed.y - (radius + width) * 0.003 + ofGetFrameNum() * 0.0085)) : glm::vec2(ofNoise(noise_seed.x - 40 * 0.003 + ofGetFrameNum() * 0.0085), ofNoise(noise_seed.y - 40 * 0.003 + ofGetFrameNum() * 0.0085)); auto angle_x = ofMap(noise_value.x, 0, 1, -PI * 2, PI * 2); auto angle_y = ofMap(noise_value.y, 0, 1, -PI * 2, PI * 2); auto next_angle_x = ofMap(next_noise_value.x, 0, 1, -PI * 2, PI * 2); auto next_angle_y = ofMap(next_noise_value.y, 0, 1, -PI * 2, PI * 2); auto rotation_x = glm::rotate(glm::mat4(), angle_x, glm::vec3(1, 0, 0)); auto rotation_y = glm::rotate(glm::mat4(), angle_y, glm::vec3(0, 1, 0)); auto next_rotation_x = glm::rotate(glm::mat4(), next_angle_x, glm::vec3(1, 0, 0)); auto next_rotation_y = glm::rotate(glm::mat4(), next_angle_y, glm::vec3(0, 1, 0)); int deg_span = 3; for (int deg = deg_start; deg < deg_end; deg += deg_span) { auto face_index = face_target.getNumVertices(); 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 + deg_span) * DEG_TO_RAD), radius * sin((deg + deg_span) * DEG_TO_RAD), height * -0.5)); vertices.push_back(glm::vec3(radius * cos((deg + deg_span) * DEG_TO_RAD), radius * sin((deg + deg_span) * 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)); vertices.push_back(glm::vec3((radius + width) * cos(deg * DEG_TO_RAD), (radius + width) * sin(deg * DEG_TO_RAD), height * -0.5)); vertices.push_back(glm::vec3((radius + width) * cos((deg + deg_span) * DEG_TO_RAD), (radius + width) * sin((deg + deg_span) * DEG_TO_RAD), height * -0.5)); vertices.push_back(glm::vec3((radius + width) * cos((deg + deg_span) * DEG_TO_RAD), (radius + width) * sin((deg + deg_span) * DEG_TO_RAD), height * 0.5)); vertices.push_back(glm::vec3((radius + width) * cos(deg * DEG_TO_RAD), (radius + width) * sin(deg * DEG_TO_RAD), height * 0.5)); for (int i = 0; i < 4; i++) { vertices[i] = location + glm::vec4(vertices[i], 0) * rotation_y * rotation_x; } for (int i = 4; i < 8; i++) { vertices[i] = location + glm::vec4(vertices[i], 0) * next_rotation_y * next_rotation_x; } 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); } if (radius != 0) { face_target.addIndex(index + 0); face_target.addIndex(index + 3); face_target.addIndex(index + 7); face_target.addIndex(index + 0); face_target.addIndex(index + 7); face_target.addIndex(index + 4); frame_target.addIndex(index + 0); frame_target.addIndex(index + 3); frame_target.addIndex(index + 0); frame_target.addIndex(index + 4); frame_target.addIndex(index + 7); frame_target.addIndex(index + 3); frame_target.addIndex(index + 7); frame_target.addIndex(index + 4); index = frame_target.getNumVertices() - 8; face_target.addIndex(index + 1); face_target.addIndex(index + 2); face_target.addIndex(index + 6); face_target.addIndex(index + 1); face_target.addIndex(index + 6); face_target.addIndex(index + 5); frame_target.addIndex(index + 1); frame_target.addIndex(index + 2); frame_target.addIndex(index + 1); frame_target.addIndex(index + 5); frame_target.addIndex(index + 6); frame_target.addIndex(index + 2); frame_target.addIndex(index + 6); frame_target.addIndex(index + 5); } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |