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2つの円形。
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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; ofMesh face, frame; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(255); ofSetLineWidth(2); ofEnableDepthTest(); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face.clear(); this->frame.clear(); int theta = 90; for (int base_x = -430; base_x <= 430; base_x += 860) { for (int radius = 30; radius <= 360; radius += 30) { auto noise_value = ofNoise(radius * 0.002 - ofGetFrameNum() * 0.005); float angle; glm::highp_mat4 rotation; auto face_color = ofColor(0); auto frame_color = ofColor(0); if (noise_value < 0.55) { angle = ofMap(noise_value, 0, 0.55, -PI * 2, PI * 2); rotation = glm::rotate(glm::mat4(), angle, glm::vec3(0, 1, 0)); frame_color = ofColor(255); } for (int phi = 0; phi < 360; phi += 3) { auto index = this->face.getNumVertices(); vector<glm::vec3> vertices; vertices.push_back(glm::vec3( radius * cos(phi * DEG_TO_RAD) * sin((theta + 1) * DEG_TO_RAD), radius * sin(phi * DEG_TO_RAD) * sin((theta + 1) * DEG_TO_RAD), radius * cos((theta + 3) * DEG_TO_RAD) )); vertices.push_back(glm::vec3( radius * cos((phi + 3) * DEG_TO_RAD) * sin((theta + 1) * DEG_TO_RAD), radius * sin((phi + 3) * DEG_TO_RAD) * sin((theta + 1) * DEG_TO_RAD), radius * cos((theta + 3) * DEG_TO_RAD) )); vertices.push_back(glm::vec3( radius * cos((phi + 3) * DEG_TO_RAD) * sin((theta - 1) * DEG_TO_RAD), radius * sin((phi + 3) * DEG_TO_RAD) * sin((theta - 1) * DEG_TO_RAD), radius * cos((theta - 3) * DEG_TO_RAD) )); vertices.push_back(glm::vec3( radius * cos(phi * DEG_TO_RAD) * sin((theta - 1) * DEG_TO_RAD), radius * sin(phi * DEG_TO_RAD) * sin((theta - 1) * DEG_TO_RAD), radius * cos((theta - 3) * DEG_TO_RAD) )); vertices.push_back(glm::vec3( (radius - 30) * cos(phi * DEG_TO_RAD) * sin((theta + 1) * DEG_TO_RAD), (radius - 30) * sin(phi * DEG_TO_RAD) * sin((theta + 1) * DEG_TO_RAD), radius * cos((theta + 3) * DEG_TO_RAD) )); vertices.push_back(glm::vec3( (radius - 30) * cos((phi + 3) * DEG_TO_RAD) * sin((theta + 1) * DEG_TO_RAD), (radius - 30) * sin((phi + 3) * DEG_TO_RAD) * sin((theta + 1) * DEG_TO_RAD), radius * cos((theta + 3) * DEG_TO_RAD) )); vertices.push_back(glm::vec3( (radius - 30) * cos((phi + 3) * DEG_TO_RAD) * sin((theta - 1) * DEG_TO_RAD), (radius - 30) * sin((phi + 3) * DEG_TO_RAD) * sin((theta - 1) * DEG_TO_RAD), radius * cos((theta - 3) * DEG_TO_RAD) )); vertices.push_back(glm::vec3( (radius - 30) * cos(phi * DEG_TO_RAD) * sin((theta - 1) * DEG_TO_RAD), (radius - 30) * sin(phi * DEG_TO_RAD) * sin((theta - 1) * DEG_TO_RAD), radius * cos((theta - 3) * DEG_TO_RAD) )); for (auto& vertex : vertices) { vertex += glm::vec3(base_x, 0, 0); vertex = glm::vec4(vertex, 0) * rotation; } auto frame_index = this->frame.getNumVertices(); this->face.addVertices(vertices); this->frame.addVertices(vertices); this->face.addIndex(index + 0); this->face.addIndex(index + 1); this->face.addIndex(index + 2); this->face.addIndex(index + 0); this->face.addIndex(index + 2); this->face.addIndex(index + 3); this->face.addIndex(index + 4); this->face.addIndex(index + 5); this->face.addIndex(index + 6); this->face.addIndex(index + 4); this->face.addIndex(index + 6); this->face.addIndex(index + 7); this->face.addIndex(index + 0); this->face.addIndex(index + 4); this->face.addIndex(index + 5); this->face.addIndex(index + 0); this->face.addIndex(index + 5); this->face.addIndex(index + 1); this->face.addIndex(index + 2); this->face.addIndex(index + 6); this->face.addIndex(index + 7); this->face.addIndex(index + 2); this->face.addIndex(index + 7); this->face.addIndex(index + 3); this->frame.addIndex(index + 0); this->frame.addIndex(index + 1); this->frame.addIndex(index + 2); this->frame.addIndex(index + 3); this->frame.addIndex(index + 4); this->frame.addIndex(index + 5); this->frame.addIndex(index + 6); this->frame.addIndex(index + 7); for (int i = 0; i < vertices.size(); i++) { this->face.addColor(face_color); this->frame.addColor(frame_color); } } } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); //ofRotateY(310); this->face.draw(); this->frame.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |