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回転するヘキサゴン。
hexagon rotation.
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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); vector<glm::vec3> location_list; ofEasyCam cam; ofMesh face, frame; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(0); ofEnableDepthTest(); auto radius = 15; auto x_span = radius * sqrt(3); auto flg = true; for (float y = -360; y < 360; y += radius * 1.5) { for (float x = -360; x < 360; x += x_span) { glm::vec3 location; if (flg) { location = glm::vec3(x, y, 0); } else { location = glm::vec3(x + (x_span / 2), y, 0); } this->location_list.push_back(location); } flg = !flg; } this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face.clear(); this->frame.clear(); for (int i = 0; i < this->location_list.size(); i++) { auto noise_param = ofNoise(glm::vec4(this->location_list[i] * 0.004, ofGetFrameNum() * 0.005)); if (noise_param < 0.45) { this->setHexagonToMesh(this->face, this->frame, this->location_list[i], 15, 5); } else { auto rotation_x = glm::rotate(glm::mat4(), ofMap(ofNoise(glm::vec4(this->location_list[i] * 0.004, ofGetFrameNum() * 0.005)), 0, 1, -230, 230) * (float)DEG_TO_RAD * ofMap(noise_param, 0.45, 1, 0, 1), glm::vec3(1, 0, 0)); auto rotation_y = glm::rotate(glm::mat4(), ofMap(ofNoise(glm::vec4(this->location_list[i] * 0.004, ofGetFrameNum() * 0.005)), 0, 1, -230, 230) * (float)DEG_TO_RAD * ofMap(noise_param, 0.45, 1, 0, 1), glm::vec3(0, 1, 0)); auto rotation_z = glm::rotate(glm::mat4(), ofMap(ofNoise(glm::vec4(this->location_list[i] * 0.004, ofGetFrameNum() * 0.005)), 0, 1, -230, 230) * (float)DEG_TO_RAD * ofMap(noise_param, 0.45, 1, 0, 1), glm::vec3(0, 0, 1)); glm::vec3 location = glm::vec4(this->location_list[i], 0) * rotation_z * rotation_y * rotation_x; this->setHexagonToMesh(this->face, this->frame, location, 15, 5); } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(ofGetFrameNum() * 0.6666666666666); 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_param = ofNoise(glm::vec4(location * 0.004, ofGetFrameNum() * 0.005)); auto rotation_x = glm::rotate(glm::mat4(), ofMap(ofNoise(glm::vec4(location * 0.004, ofGetFrameNum() * 0.005)), 0, 1, -1800, 1800) * (float)DEG_TO_RAD * ofMap(noise_param, 0.45, 1, 0, 1), glm::vec3(1, 0, 0)); auto rotation_y = glm::rotate(glm::mat4(), ofMap(ofNoise(glm::vec4(location * 0.004, ofGetFrameNum() * 0.005)), 0, 1, -1800, 1800) * (float)DEG_TO_RAD * ofMap(noise_param, 0.45, 1, 0, 1), glm::vec3(0, 1, 0)); auto rotation_z = glm::rotate(glm::mat4(), ofMap(ofNoise(glm::vec4(location * 0.004, ofGetFrameNum() * 0.005)), 0, 1, -1800, 1800) * (float)DEG_TO_RAD * ofMap(noise_param, 0.45, 1, 0, 1), 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(); auto frame_index = frame_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) { if (noise_param > 0.45) { vertex = glm::vec4(vertex, 0) * rotation_z * rotation_y * rotation_x; } vertex += location; } 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); 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()); } |