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輪を重ね合わせる。
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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; }; |
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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); this->face.clear(); this->frame.clear(); ofColor color; for (float radius = 200; radius <= 400; radius += 2) { auto rotation = glm::vec3(ofRandom(360), ofRandom(360), ofRandom(360)); rotation.x += ofRandom(0.2, 2) * ofGetFrameNum(); rotation.y += ofRandom(0.2, 2) * ofGetFrameNum(); rotation.z += ofRandom(0.2, 2) * ofGetFrameNum(); color.setHsb((int)(radius + ofGetFrameNum() * 3) % 255, 230, 255); this->setRingToMesh(this->face, this->frame, glm::vec3(), rotation, radius, radius * 0.1, ofColor(0), color); } } //-------------------------------------------------------------- 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 += 2) { 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()); } |