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ねじり箱。
Twisting boxes.
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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) {}; void setBoxToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float size); void setBoxToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float height, float width, float depth); ofEasyCam cam; ofMesh face, line; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(255); ofEnableDepthTest(); this->line.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { this->face.clear(); this->line.clear(); for (int x = -300; x <= 300; x += 30) { for (int y = -300; y <= 300; y += 30) { this->setBoxToMesh(this->face, this->line, glm::vec3(x, y, 0), 20); } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofSetColor(0); this->face.draw(); ofSetColor(255); this->line.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- void ofApp::setBoxToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float size) { this->setBoxToMesh(face_target, frame_target, location, size, size, size); } //-------------------------------------------------------------- void ofApp::setBoxToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float height, float width, float depth) { int face_index = face_target.getNumVertices(); int frame_index = frame_target.getNumVertices(); vector<glm::vec3> vertices; vertices.push_back(glm::vec3(width * -0.5 * 0.99, height * 0.5 * 0.99, depth * -0.5 * 0.99)); vertices.push_back(glm::vec3(width * 0.5 * 0.99, height * 0.5 * 0.99, depth * -0.5 * 0.99)); vertices.push_back(glm::vec3(width * 0.5 * 0.99, height * 0.5 * 0.99, depth * 0.5 * 0.99)); vertices.push_back(glm::vec3(width * -0.5 * 0.99, height * 0.5 * 0.99, depth * 0.5 * 0.99)); vertices.push_back(glm::vec3(width * -0.5 * 0.99, height * -0.5 * 0.99, depth * -0.5 * 0.99)); vertices.push_back(glm::vec3(width * 0.5 * 0.99, height * -0.5 * 0.99, depth * -0.5 * 0.99)); vertices.push_back(glm::vec3(width * 0.5 * 0.99, height * -0.5 * 0.99, depth * 0.5 * 0.99)); vertices.push_back(glm::vec3(width * -0.5 * 0.99, height * -0.5 * 0.99, depth * 0.5 * 0.99)); for (auto& vertex : vertices) { auto noise_deg = glm::vec3( ofMap(ofNoise(glm::vec4((location + vertex) * 0.0035, ofGetFrameNum() * 0.005)), 0, 1, -360, 360), ofMap(ofNoise(glm::vec4((location + vertex) * 0.0035, ofGetFrameNum() * 0.005)), 0, 1, -360, 360), ofMap(ofNoise(glm::vec4((location + vertex) * 0.0035, ofGetFrameNum() * 0.005)), 0, 1, -360, 360)); 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)); face_target.addVertex(location + glm::vec4(vertex, 0) * rotation_z * rotation_y * rotation_z); frame_target.addVertex(location + glm::vec4(vertex, 0) * rotation_z * rotation_y * rotation_z); } 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); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 5); face_target.addIndex(face_index + 6); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 6); face_target.addIndex(face_index + 7); face_target.addIndex(face_index + 0); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 5); face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 5); face_target.addIndex(face_index + 6); face_target.addIndex(face_index + 6); face_target.addIndex(face_index + 2); face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 2); face_target.addIndex(face_index + 6); face_target.addIndex(face_index + 7); face_target.addIndex(face_index + 7); face_target.addIndex(face_index + 3); face_target.addIndex(face_index + 2); face_target.addIndex(face_index + 3); face_target.addIndex(face_index + 7); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 0); face_target.addIndex(face_index + 3); frame_target.addIndex(frame_index + 0); frame_target.addIndex(frame_index + 1); frame_target.addIndex(frame_index + 1); frame_target.addIndex(frame_index + 2); frame_target.addIndex(frame_index + 2); frame_target.addIndex(frame_index + 3); frame_target.addIndex(frame_index + 3); frame_target.addIndex(frame_index + 0); frame_target.addIndex(frame_index + 4); frame_target.addIndex(frame_index + 5); frame_target.addIndex(frame_index + 5); frame_target.addIndex(frame_index + 6); frame_target.addIndex(frame_index + 6); frame_target.addIndex(frame_index + 7); frame_target.addIndex(frame_index + 7); frame_target.addIndex(frame_index + 4); frame_target.addIndex(frame_index + 0); frame_target.addIndex(frame_index + 4); frame_target.addIndex(frame_index + 1); frame_target.addIndex(frame_index + 5); frame_target.addIndex(frame_index + 2); frame_target.addIndex(frame_index + 6); frame_target.addIndex(frame_index + 3); frame_target.addIndex(frame_index + 7); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |