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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(25); ofSetWindowTitle("openFrameworks"); ofBackground(0); ofSetLineWidth(2); ofEnableDepthTest(); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face.clear(); this->frame.clear(); auto noise_seed = glm::vec3(ofRandom(360), ofRandom(360), ofRandom(360)); auto rotation = glm::vec3(); for (float radius = 200; radius <= 400; radius += 2) { rotation.x = ofMap(ofNoise(noise_seed.x, ofGetFrameNum() * 0.005 + radius * 0.0025), 0, 1, -360, 360); rotation.y = ofMap(ofNoise(noise_seed.y, ofGetFrameNum() * 0.005 + radius * 0.0025), 0, 1, -360, 360); rotation.z = ofMap(ofNoise(noise_seed.z, ofGetFrameNum() * 0.005 + radius * 0.0025), 0, 1, -360, 360); this->setRingToMesh(this->face, this->frame, glm::vec3(), rotation, radius, radius * 0.1, ofColor(0), ofColor(255)); } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(ofGetFrameNum() * 2); 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(); int deg_start = 0; int deg_end = 60; frame_color = ofColor(239, 39, 39); for (int deg = deg_start; deg <= deg_end; 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); if (deg == deg_start) { frame_target.addIndex(frame_index + 0); frame_target.addIndex(frame_index + 3); } else if (deg == deg_end) { frame_target.addIndex(frame_index + 1); frame_target.addIndex(frame_index + 2); } for (int i = 0; i < vertices.size(); i++) { face_target.addColor(face_color); frame_target.addColor(frame_color); } } index = face_target.getNumVertices(); deg_start = 180; deg_end = 240; frame_color = ofColor(39, 39, 239); for (int deg = deg_start; deg <= deg_end; 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); if (deg == deg_start) { frame_target.addIndex(frame_index + 0); frame_target.addIndex(frame_index + 3); } else if (deg == deg_end) { frame_target.addIndex(frame_index + 1); frame_target.addIndex(frame_index + 2); } 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()); } |