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三角錐を開く。
open the triangular pyramid.
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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; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(255); ofSetLineWidth(2); ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); for (int x = -300; x <= 300; x += 300) { for (int y = -300; y <= 300; y += 300) { ofPushMatrix(); ofTranslate(x, y); ofRotateZ(ofRandom(360) + ofGetFrameNum() * ofRandom(1, 3)); ofRotateY(ofRandom(360) + ofGetFrameNum() * ofRandom(1, 3)); ofRotateX(ofRandom(360) + ofGetFrameNum() * ofRandom(1, 3)); ofMesh mesh; auto param = 30; glm::vec3 avg; float noise_value; vector<glm::vec3> vertices; vertices.push_back(glm::vec4(param, param, param, 0)); vertices.push_back(glm::vec4(param, -param, -param, 0)); vertices.push_back(glm::vec4(-param, param, -param, 0)); vertices.push_back(glm::vec4(-param, -param, param, 0)); avg = (vertices[0] + vertices[1] + vertices[2]) / 3; noise_value = ofNoise(glm::vec4(avg * 0.005 + glm::vec3(x, y, 0), ofGetFrameNum() * 0.02)); noise_value = noise_value < 0.5 ? 0 : ofMap(noise_value, 0.5, 1, 0, 10); mesh.addVertex(vertices[0] + avg * noise_value); mesh.addVertex(vertices[1] + avg * noise_value); mesh.addVertex(vertices[2] + avg * noise_value); ofDrawLine(glm::vec3(), avg + avg * noise_value); avg = (vertices[0] + vertices[1] + vertices[3]) / 3; noise_value = ofNoise(glm::vec4(avg * 0.005 + glm::vec3(x, y, 0), ofGetFrameNum() * 0.02)); noise_value = noise_value < 0.5 ? 0 : ofMap(noise_value, 0.5, 1, 0, 10); mesh.addVertex(vertices[0] + avg * noise_value); mesh.addVertex(vertices[1] + avg * noise_value); mesh.addVertex(vertices[3] + avg * noise_value); ofDrawLine(glm::vec3(), avg + avg * noise_value); avg = (vertices[0] + vertices[2] + vertices[3]) / 3; noise_value = ofNoise(glm::vec4(avg * 0.005 + glm::vec3(x, y, 0), ofGetFrameNum() * 0.02)); noise_value = noise_value < 0.5 ? 0 : ofMap(noise_value, 0.5, 1, 0, 10); mesh.addVertex(vertices[0] + avg * noise_value); mesh.addVertex(vertices[2] + avg * noise_value); mesh.addVertex(vertices[3] + avg * noise_value); ofDrawLine(glm::vec3(), avg + avg * noise_value); avg = (vertices[1] + vertices[2] + vertices[3]) / 3; noise_value = ofNoise(glm::vec4(avg * 0.005 + glm::vec3(x, y, 0), ofGetFrameNum() * 0.02)); noise_value = noise_value < 0.5 ? 0 : ofMap(noise_value, 0.5, 1, 0, 10); mesh.addVertex(vertices[1] + avg * noise_value); mesh.addVertex(vertices[2] + avg * noise_value); mesh.addVertex(vertices[3] + avg * noise_value); ofDrawLine(glm::vec3(), avg + avg * noise_value); ofSetColor(255); mesh.drawFaces(); ofSetColor(0); mesh.drawWireframe(); for (auto& vertex : mesh.getVertices()) { ofDrawSphere(vertex, 5); } ofDrawSphere(glm::vec3(), 5); ofPopMatrix(); } } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |