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球体を寄せ集め。
今日は外食で焼肉なので過去作の寄せ集め。
A collection of spheres.
I’m going out to dinner today, so this is a remix of past works.
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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) {}; ofEasyCam cam; float noise_param; vector<glm::vec3> base_location_list; vector<tuple<ofColor, glm::vec3, float>> sphere_list; // BodyColor, Location, size int number_of_sphere; vector<ofMeshFace> triangle_list; ofMesh mesh, frame; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(255); ofEnableDepthTest(); this->noise_param = ofRandom(1000); auto ico_sphere = ofIcoSpherePrimitive(1, 5); this->base_location_list = ico_sphere.getMesh().getVertices(); this->number_of_sphere = 30; while (this->sphere_list.size() < this->number_of_sphere) { int index = ofRandom(this->base_location_list.size()); auto tmp_location = this->base_location_list[index]; tmp_location = glm::normalize(tmp_location) * ofRandom(0, 110); auto radius = this->sphere_list.size() < 30 ? ofRandom(20, 50) : ofRandom(2, 20); bool flag = true; for (int i = 0; i < this->sphere_list.size(); i++) { if (glm::distance(tmp_location, get<1>(this->sphere_list[i])) < get<2>(this->sphere_list[i]) + radius) { flag = false; break; } } if (flag) { ofColor color; color.setHsb(ofRandom(255), 130, 230); auto size = (radius * 2) / sqrt(3); this->sphere_list.push_back(make_tuple(color, tmp_location, size)); } } 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() { ofSeedRandom(39); this->mesh.clear(); this->frame.clear(); for (int i = 0; i < this->sphere_list.size(); i++) { auto color = get<0>(this->sphere_list[i]); auto location = get<1>(this->sphere_list[i]); auto radius = get<2>(this->sphere_list[i]) * 0.95; for (int k = 0; k < this->triangle_list.size(); k++) { glm::vec3 avg = (this->triangle_list[k].getVertex(0) + this->triangle_list[k].getVertex(1) + this->triangle_list[k].getVertex(2)) / 3; auto noise_value = ofNoise(glm::vec4(location * 0.1 + avg * 0.005, this->noise_param)); if (noise_value < 0.5) { continue; } vector<glm::vec3> vertices; vertices.push_back(glm::normalize(this->triangle_list[k].getVertex(0)) * (radius + 2) - avg); vertices.push_back(glm::normalize(this->triangle_list[k].getVertex(1)) * (radius + 2) - avg); vertices.push_back(glm::normalize(this->triangle_list[k].getVertex(2)) * (radius + 2) - avg); vertices.push_back(glm::normalize(this->triangle_list[k].getVertex(0)) * (radius - 2) - avg); vertices.push_back(glm::normalize(this->triangle_list[k].getVertex(1)) * (radius - 2) - avg); vertices.push_back(glm::normalize(this->triangle_list[k].getVertex(2)) * (radius - 2) - avg); for (auto& vertex : vertices) { vertex += avg + location; } 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(color); this->mesh.addColor(color); this->mesh.addColor(color); 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); } } if (ofGetFrameNum() % 60 < 30) { this->noise_param += ofMap(ofGetFrameNum() % 60, 0, 30, 0.3, 0.001); } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(ofGetFrameNum() * 0.66666666666666666); this->mesh.drawFaces(); this->frame.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |