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距離で回転の有無を判定する。
Determine if there is rotation by distance.
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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) {}; void setHexagonToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float radius, float height); ofEasyCam cam; ofMesh face, frame; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(255); ofSetLineWidth(2); ofEnableDepthTest(); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face.clear(); this->frame.clear(); auto radius = 20; auto x_span = radius * sqrt(3); auto flg = true; for (float y = -1000; y < 1000; y += radius * 1.5) { for (float x = -1000; x < 1000; x += x_span) { glm::vec2 location; if (flg) { location = glm::vec2(x, y); } else { location = glm::vec2(x + (x_span / 2), y); } auto height = 5.f; this->setHexagonToMesh(this->face, this->frame, glm::vec3(location, 0), radius, height); } flg = !flg; } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); this->face.draw(); this->frame.draw(); this->cam.end(); } //-------------------------------------------------------------- void ofApp::setHexagonToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float radius, float height) { ofColor face_color = ofColor(0); ofColor frame_color = ofColor(255); auto noise_seed = glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000)); auto noise_deg = glm::vec3( ofMap(ofNoise(glm::vec4(location * 0.005, noise_seed.x + ofGetFrameNum() * 0.05)), 0, 1, -360, 360), ofMap(ofNoise(glm::vec4(location * 0.005, noise_seed.y + ofGetFrameNum() * 0.05)), 0, 1, -360, 360), ofMap(ofNoise(glm::vec4(location * 0.005, noise_seed.z + ofGetFrameNum() * 0.05)), 0, 1, -360, 360)); auto len = glm::length(location); auto param = (ofGetFrameNum() * 10) % 650 - 50; auto tmp = abs(len - param); if (tmp > 0 && tmp < 50) { } else{ noise_deg *= 0; } auto rotation_x = glm::rotate(glm::mat4(), noise_deg.x * (float)DEG_TO_RAD, glm::vec3(1, 0, 0)); auto rotation_y = glm::rotate(glm::mat4(), noise_deg.y * (float)DEG_TO_RAD, glm::vec3(0, 1, 0)); auto rotation_z = glm::rotate(glm::mat4(), noise_deg.z * (float)DEG_TO_RAD, glm::vec3(0, 0, 1)); for (int deg = 90; deg < 450; deg += 60) { auto face_radius = radius - 0.5; auto face_index = face_target.getNumVertices(); vector<glm::vec3> vertices; vertices.push_back(glm::vec3(0, 0, 0)); vertices.push_back(glm::vec3(face_radius * cos(deg * DEG_TO_RAD), face_radius * sin(deg * DEG_TO_RAD), 0)); vertices.push_back(glm::vec3(face_radius * cos((deg + 60) * DEG_TO_RAD), face_radius * sin((deg + 60) * DEG_TO_RAD), 0)); vertices.push_back(glm::vec3(0, 0, height)); vertices.push_back(glm::vec3(face_radius * cos((deg + 60) * DEG_TO_RAD), face_radius * sin((deg + 60) * DEG_TO_RAD), height)); vertices.push_back(glm::vec3(face_radius * cos(deg * DEG_TO_RAD), face_radius * sin(deg * DEG_TO_RAD), height)); for (auto& vertex : vertices) { vertex = location + glm::vec4(vertex, 0) * rotation_z * rotation_y * 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 + 3); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 5); face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 2); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 5); auto frame_index = frame_target.getNumVertices(); vertices.clear(); vertices.push_back(glm::vec3(0, 0, 0)); vertices.push_back(glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), 0)); vertices.push_back(glm::vec3(radius * cos((deg + 60) * DEG_TO_RAD), radius * sin((deg + 60) * DEG_TO_RAD), 0)); vertices.push_back(glm::vec3(0, 0, height)); vertices.push_back(glm::vec3(radius * cos((deg + 60) * DEG_TO_RAD), radius * sin((deg + 60) * DEG_TO_RAD), height)); vertices.push_back(glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), height)); for (auto& vertex : vertices) { vertex = location + glm::vec4(vertex, 0) * rotation_z * rotation_y * rotation_x; } frame_target.addVertices(vertices); frame_target.addIndex(frame_index + 1); frame_target.addIndex(frame_index + 2); frame_target.addIndex(frame_index + 4); frame_target.addIndex(frame_index + 5); frame_target.addIndex(frame_index + 1); frame_target.addIndex(frame_index + 5); frame_target.addIndex(frame_index + 2); frame_target.addIndex(frame_index + 4); for (int i = 0; i < vertices.size(); i++) { face_target.addColor(face_color); frame_target.addColor(frame_color); } } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |