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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(25); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetLineWidth(2); ofEnableDepthTest(); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face.clear(); this->frame.clear(); float x_span = 1; auto noise_seed = glm::vec2(ofRandom(1000), ofRandom(1000)); for (int x_param = -1; x_param <= 1; x_param += 2) { int start_index = this->face.getNumVertices(); for (float x = 150; x < 300; x += x_span) { float next_x = x + x_span; int index = this->face.getNumVertices(); float angle_x = (ofGetFrameNum() + x) * 2; auto rotation_x = glm::rotate(glm::mat4(), angle_x * (float)DEG_TO_RAD, glm::vec3(1, 0, 0)); float angle_y = (ofGetFrameNum() + x) * 5; auto rotation_y = glm::rotate(glm::mat4(), angle_y * (float)DEG_TO_RAD, glm::vec3(0, 1, 0)); float next_angle_x = (ofGetFrameNum() + x + 1) * 2; auto next_rotation_x = glm::rotate(glm::mat4(), next_angle_x * (float)DEG_TO_RAD, glm::vec3(1, 0, 0)); float next_angle_y = (ofGetFrameNum() + x + 1) * 5; auto next_rotation_y = glm::rotate(glm::mat4(), next_angle_y * (float)DEG_TO_RAD, glm::vec3(0, 1, 0)); vector<glm::vec3> vertices; vertices.push_back(glm::vec4(x * x_param, 20, 0, 0) * rotation_y * rotation_x); vertices.push_back(glm::vec4(next_x * x_param, 20, 0, 0)* next_rotation_y* next_rotation_x); vertices.push_back(glm::vec4(next_x * x_param, -20, 0, 0) * next_rotation_y * next_rotation_x); vertices.push_back(glm::vec4(x * x_param, -20, 0, 0) * rotation_y * rotation_x); 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->frame.addIndex(index + 0); this->frame.addIndex(index + 1); this->frame.addIndex(index + 2); this->frame.addIndex(index + 3); } this->frame.addIndex(start_index + 0); this->frame.addIndex(start_index + 3); this->frame.addIndex(this->frame.getNumVertices() - 2); this->frame.addIndex(this->frame.getNumVertices() - 3); } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(ofGetFrameNum() * 2.44); ofSetColor(39); this->face.draw(); ofSetColor(239, 0, 0); this->frame.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |