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球体の破片をノイズでサイズを変える。
Change the size of the sphere pieces with noise.
[ Source ]
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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<ofMeshFace> triangle_list; ofMesh mesh, frame; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(255); ofSetLineWidth(2); ofEnableDepthTest(); auto ico_sphere = ofIcoSpherePrimitive(300, 3); this->triangle_list.insert(this->triangle_list.end(), ico_sphere.getMesh().getUniqueFaces().begin(), ico_sphere.getMesh().getUniqueFaces().end()); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { this->mesh.clear(); this->frame.clear(); int radius = 300; for (int i = 0; i < this->triangle_list.size(); i++) { glm::vec3 avg = (this->triangle_list[i].getVertex(0) + this->triangle_list[i].getVertex(1) + this->triangle_list[i].getVertex(2)) / 3; auto noise_value = ofNoise(avg.y * 0.005 + ofGetFrameNum() * 0.02, avg.x * 0.0025, avg.z * 0.0025); if (noise_value < 0.45) { noise_value = 0; } else if (noise_value > 0.55) { noise_value = 1; } else { noise_value = ofMap(noise_value, 0.45, 0.55, 0, 1); } vector<glm::vec3> vertices; vertices.push_back(glm::normalize(this->triangle_list[i].getVertex(0)) * (radius + 5) - avg); vertices.push_back(glm::normalize(this->triangle_list[i].getVertex(1)) * (radius + 5) - avg); vertices.push_back(glm::normalize(this->triangle_list[i].getVertex(2)) * (radius + 5) - avg); vertices.push_back(glm::normalize(this->triangle_list[i].getVertex(0)) * (radius - 5) - avg); vertices.push_back(glm::normalize(this->triangle_list[i].getVertex(1)) * (radius - 5) - avg); vertices.push_back(glm::normalize(this->triangle_list[i].getVertex(2)) * (radius - 5) - avg); for (auto& vertex : vertices) { vertex *= noise_value; vertex += avg; } this->mesh.addVertices(vertices); this->frame.addVertices(vertices); this->mesh.addColor(ofColor(255)); this->mesh.addColor(ofColor(255)); this->mesh.addColor(ofColor(255)); this->mesh.addColor(ofColor(0)); this->mesh.addColor(ofColor(0)); this->mesh.addColor(ofColor(0)); this->frame.addColor(ofColor(0)); this->frame.addColor(ofColor(0)); this->frame.addColor(ofColor(0)); this->frame.addColor(ofColor(255)); this->frame.addColor(ofColor(255)); this->frame.addColor(ofColor(255)); this->mesh.addTriangle(this->mesh.getNumVertices() - 1, this->mesh.getNumVertices() - 2, this->mesh.getNumVertices() - 3); this->mesh.addTriangle(this->mesh.getNumVertices() - 4, this->mesh.getNumVertices() - 5, this->mesh.getNumVertices() - 6); this->mesh.addTriangle(this->mesh.getNumVertices() - 1, this->mesh.getNumVertices() - 2, this->mesh.getNumVertices() - 5); this->mesh.addTriangle(this->mesh.getNumVertices() - 1, this->mesh.getNumVertices() - 5, this->mesh.getNumVertices() - 4); this->mesh.addTriangle(this->mesh.getNumVertices() - 1, this->mesh.getNumVertices() - 3, this->mesh.getNumVertices() - 6); this->mesh.addTriangle(this->mesh.getNumVertices() - 1, this->mesh.getNumVertices() - 6, this->mesh.getNumVertices() - 4); this->mesh.addTriangle(this->mesh.getNumVertices() - 2, this->mesh.getNumVertices() - 3, this->mesh.getNumVertices() - 6); this->mesh.addTriangle(this->mesh.getNumVertices() - 2, this->mesh.getNumVertices() - 6, this->mesh.getNumVertices() - 5); this->frame.addIndex(this->frame.getNumVertices() - 1); this->frame.addIndex(this->frame.getNumVertices() - 2); this->frame.addIndex(this->frame.getNumVertices() - 2); this->frame.addIndex(this->frame.getNumVertices() - 3); this->frame.addIndex(this->frame.getNumVertices() - 1); this->frame.addIndex(this->frame.getNumVertices() - 3); this->frame.addIndex(this->frame.getNumVertices() - 4); this->frame.addIndex(this->frame.getNumVertices() - 5); this->frame.addIndex(this->frame.getNumVertices() - 5); this->frame.addIndex(this->frame.getNumVertices() - 6); this->frame.addIndex(this->frame.getNumVertices() - 4); this->frame.addIndex(this->frame.getNumVertices() - 6); this->frame.addIndex(this->frame.getNumVertices() - 1); this->frame.addIndex(this->frame.getNumVertices() - 4); this->frame.addIndex(this->frame.getNumVertices() - 2); this->frame.addIndex(this->frame.getNumVertices() - 5); this->frame.addIndex(this->frame.getNumVertices() - 3); this->frame.addIndex(this->frame.getNumVertices() - 6); } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(ofGetFrameNum() * 0.6666666666666); ofSetColor(239); this->mesh.drawFaces(); ofSetColor(39); this->frame.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |