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同じ形を重ねてみる。
Try to overlap the same shape.
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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; ofMesh face, line; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(255); ofEnableDepthTest(); ofSetLineWidth(1.5); this->line.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { this->face.clear(); this->line.clear(); float phi_deg_step = 5; float theta_deg_step = 5; float noise_radius = 300; for (float radius = 200; radius <= 250; radius += 5) { for (float phi_deg = 0; phi_deg < 360; phi_deg += phi_deg_step) { for (float theta_deg = 0; theta_deg <= 180; theta_deg += theta_deg_step) { auto noise_value = ofNoise( noise_radius * cos(phi_deg * DEG_TO_RAD) * 0.01, noise_radius * sin(phi_deg * DEG_TO_RAD) * 0.01, noise_radius * cos(theta_deg * DEG_TO_RAD) * 0.005 + ofGetFrameNum() * 0.05); if (noise_value < 0.55) { continue; } auto noise_value_1 = ofNoise( noise_radius * cos(phi_deg * DEG_TO_RAD) * 0.01, noise_radius * sin(phi_deg * DEG_TO_RAD) * 0.01, noise_radius * cos((theta_deg - theta_deg_step) * DEG_TO_RAD) * 0.005 + ofGetFrameNum() * 0.05); auto noise_value_2 = ofNoise( noise_radius * cos((phi_deg + phi_deg_step) * DEG_TO_RAD) * 0.01, noise_radius * sin((phi_deg + phi_deg_step) * DEG_TO_RAD) * 0.01, noise_radius * cos(theta_deg * DEG_TO_RAD) * 0.005 + ofGetFrameNum() * 0.05); auto noise_value_3 = ofNoise( noise_radius * cos((phi_deg - phi_deg_step) * DEG_TO_RAD) * 0.01, noise_radius * sin((phi_deg - phi_deg_step) * DEG_TO_RAD) * 0.01, noise_radius * cos(theta_deg * DEG_TO_RAD) * 0.005 + ofGetFrameNum() * 0.05); auto noise_value_4 = ofNoise( noise_radius * cos(phi_deg * DEG_TO_RAD) * 0.01, noise_radius * sin(phi_deg * DEG_TO_RAD) * 0.01, noise_radius * cos((theta_deg + theta_deg_step) * DEG_TO_RAD) * 0.005 + ofGetFrameNum() * 0.05); auto index = this->face.getNumVertices(); vector<glm::vec3> vertices; vertices.push_back(glm::vec3( radius * sin((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD) * cos((phi_deg + phi_deg_step * 0.5) * DEG_TO_RAD), radius * sin((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD) * sin((phi_deg + phi_deg_step * 0.5) * DEG_TO_RAD), radius * cos((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD))); vertices.push_back(glm::vec3( radius * sin((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD) * cos((phi_deg - phi_deg_step * 0.5) * DEG_TO_RAD), radius * sin((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD) * sin((phi_deg - phi_deg_step * 0.5) * DEG_TO_RAD), radius * cos((theta_deg - theta_deg_step * 0.5) * DEG_TO_RAD))); vertices.push_back(glm::vec3( radius * sin((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD) * cos((phi_deg + phi_deg_step * 0.5) * DEG_TO_RAD), radius * sin((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD) * sin((phi_deg + phi_deg_step * 0.5) * DEG_TO_RAD), radius * cos((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD))); vertices.push_back(glm::vec3( radius * sin((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD) * cos((phi_deg - phi_deg_step * 0.5) * DEG_TO_RAD), radius * sin((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD) * sin((phi_deg - phi_deg_step * 0.5) * DEG_TO_RAD), radius * cos((theta_deg + theta_deg_step * 0.5) * DEG_TO_RAD))); this->face.addVertices(vertices); this->face.addIndex(index + 0); this->face.addIndex(index + 1); this->face.addIndex(index + 3); this->face.addIndex(index + 0); this->face.addIndex(index + 3); this->face.addIndex(index + 2); if (noise_value_1 < 0.55) { this->line.addVertex(vertices[0]); this->line.addVertex(vertices[1]); this->line.addIndex(this->line.getNumVertices() - 1); this->line.addIndex(this->line.getNumVertices() - 2); } if (noise_value_2 < 0.55) { this->line.addVertex(vertices[0]); this->line.addVertex(vertices[2]); this->line.addIndex(this->line.getNumVertices() - 1); this->line.addIndex(this->line.getNumVertices() - 2); } if (noise_value_3 < 0.55) { this->line.addVertex(vertices[1]); this->line.addVertex(vertices[3]); this->line.addIndex(this->line.getNumVertices() - 1); this->line.addIndex(this->line.getNumVertices() - 2); } if (noise_value_4 < 0.55) { this->line.addVertex(vertices[2]); this->line.addVertex(vertices[3]); this->line.addIndex(this->line.getNumVertices() - 1); this->line.addIndex(this->line.getNumVertices() - 2); } } } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateX(270); ofRotateZ(ofGetFrameNum()); ofSetColor(0); this->face.draw(); ofSetColor(255); this->line.draw(); this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |