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湧き出るリング。
Gush forth ring.
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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 setRingToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, glm::vec3 rotation, float radius, float height, ofColor face_color, ofColor frame_color); ofEasyCam cam; ofMesh face, frame; vector<float> radius_list; vector<glm::vec3> rotation_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(0); ofEnableDepthTest(); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { /* ofSeedRandom(39); glm::vec3 noise_param = glm::vec3(ofRandom(360), ofRandom(360), ofRandom(360)); */ if (ofGetFrameNum() % 4 == 0) { this->radius_list.push_back(0); this->rotation_list.push_back(glm::vec3(ofRandom(360), ofRandom(360), ofRandom(360))); /* this->rotation_list.push_back(glm::vec3( ofMap(ofNoise(noise_param.x, ofGetFrameNum() * 0.008), 0, 1, -360, 360), ofMap(ofNoise(noise_param.y, ofGetFrameNum() * 0.008), 0, 1, -360, 360), ofMap(ofNoise(noise_param.z, ofGetFrameNum() * 0.008), 0, 1, -360, 360))); */ } for (int i = this->radius_list.size() - 1; i > -1; i--) { this->radius_list[i] += 2.5; if (this->radius_list[i] > 250) { this->radius_list.erase(this->radius_list.begin() + i); this->rotation_list.erase(this->rotation_list.begin() + i); } } this->face.clear(); this->frame.clear(); for (int i = 0; i < this->radius_list.size(); i++) { auto alpha = this->radius_list[i] < 50 ? 255 : ofMap(this->radius_list[i], 50, 250, 255, 0); this->setRingToMesh(this->face, this->frame, glm::vec3(), this->rotation_list[i], this->radius_list[i], this->radius_list[i] * 0.1, ofColor(0, alpha), ofColor(255, alpha)); } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(ofGetFrameNum() * 1.33333333333); this->face.draw(); this->frame.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- void ofApp::setRingToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, glm::vec3 rotation, float radius, float height, ofColor face_color, ofColor frame_color) { int index = face_target.getNumVertices(); for (int deg = 0; deg < 360; deg += 5) { vector<glm::vec3> vertices; vertices.push_back(glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), height * -0.5)); vertices.push_back(glm::vec3(radius * cos((deg + 10) * DEG_TO_RAD), radius * sin((deg + 10) * DEG_TO_RAD), height * -0.5)); vertices.push_back(glm::vec3(radius * cos((deg + 10) * DEG_TO_RAD), radius * sin((deg + 10) * DEG_TO_RAD), height * 0.5)); vertices.push_back(glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), height * 0.5)); for (auto& vertex : vertices) { auto rotation_x = glm::rotate(glm::mat4(), rotation.x * (float)DEG_TO_RAD, glm::vec3(1, 0, 0)); auto rotation_y = glm::rotate(glm::mat4(), rotation.y * (float)DEG_TO_RAD, glm::vec3(0, 1, 0)); auto rotation_z = glm::rotate(glm::mat4(), rotation.z * (float)DEG_TO_RAD, glm::vec3(0, 0, 1)); vertex = glm::vec4(vertex, 0) * rotation_y * rotation_x + glm::vec4(location, 0); } auto face_index = face_target.getNumVertices(); 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 + 0); face_target.addIndex(face_index + 2); face_target.addIndex(face_index + 3); auto frame_index = frame_target.getNumVertices(); frame_target.addVertices(vertices); frame_target.addIndex(frame_index + 0); frame_target.addIndex(frame_index + 1); frame_target.addIndex(frame_index + 2); frame_target.addIndex(frame_index + 3); 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()); } |