#include "ofApp.h"
//--------------------------------------------------------------
void ofApp::setup() {
ofSetFrameRate(60);
ofSetWindowTitle("openFrameworks");
ofBackground(0);
ofEnableDepthTest();
this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES);
}
//--------------------------------------------------------------
void ofApp::update() {
ofSeedRandom(39);
if (ofGetFrameNum() % 120 < 45) {
this->noise_param += ofMap(ofGetFrameNum() % 60, 0, 45, 0.05, 0.001);
}
this->face.clear();
this->frame.clear();
this->setBoxRecursive(glm::vec3(0, 0, 0), 300);
}
//--------------------------------------------------------------
void ofApp::draw() {
this->cam.begin();
ofRotateY(ofGetFrameNum() * 0.333333);
this->face.draw();
this->frame.drawWireframe();
ofSetColor(255);
for (auto& vertex : this->face.getVertices()) {
ofDrawSphere(vertex, 3);
}
this->cam.end();
}
//--------------------------------------------------------------
void ofApp::setBoxRecursive(glm::vec3 location, float size) {
vector<glm::vec3> location_list = {
location + glm::vec3(-size * 0.5, -size * 0.5, size * 0.5),
location + glm::vec3(-size * 0.5, size * 0.5, size * 0.5),
location + glm::vec3(size * 0.5, size * 0.5, size * 0.5),
location + glm::vec3(size * 0.5, -size * 0.5, size * 0.5),
location + glm::vec3(-size * 0.5, -size * 0.5, -size * 0.5),
location + glm::vec3(-size * 0.5, size * 0.5, -size * 0.5),
location + glm::vec3(size * 0.5, size * 0.5, -size * 0.5),
location + glm::vec3(size * 0.5, -size * 0.5, -size * 0.5)
};
if (size < 50) {
for (auto& l : location_list) {
auto noise_value = ofNoise(glm::vec4(l * 0.05, this->noise_param));
if (noise_value < 0.50) {
this->setBoxToMesh(this->face, this->frame, l, size);
}
}
}
else {
for (auto& l : location_list) {
auto noise_value = ofNoise(glm::vec4(l * 0.05, this->noise_param));
if (size == 300 || noise_value < 0.45) {
this->setBoxRecursive(l, size * 0.5);
}
else if (noise_value < 0.50) {
/*
auto size_param = ofMap(noise_value, 0.45, 0.7, 0, 1);
this->setBoxToMesh(this->face, this->frame, l, size * 1);
*/
}
else {
this->setBoxToMesh(this->face, this->frame, l, size);
}
}
}
}
//--------------------------------------------------------------
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) {
auto noise_value = ofNoise(glm::vec4(location * 0.005, ofGetFrameNum() * 0.008));
if (noise_value < 0.45) { noise_value = 0; }
else if (noise_value < 0.75) { noise_value = ofMap(noise_value, 0.45, 0.75, 0, 1); }
else { noise_value = 1; }
int face_index = face_target.getNumVertices();
int frame_index = frame_target.getNumVertices();
vector<glm::vec3> vertices;
vertices.push_back(glm::vec3(width * -0.5, height * 0.5, depth * -0.5));
vertices.push_back(glm::vec3(width * 0.5, height * 0.5, depth * -0.5));
vertices.push_back(glm::vec3(width * 0.5, height * 0.5, depth * 0.5));
vertices.push_back(glm::vec3(width * -0.5, height * 0.5, depth * 0.5));
vertices.push_back(glm::vec3(width * -0.5, height * -0.5, depth * -0.5));
vertices.push_back(glm::vec3(width * 0.5, height * -0.5, depth * -0.5));
vertices.push_back(glm::vec3(width * 0.5, height * -0.5, depth * 0.5));
vertices.push_back(glm::vec3(width * -0.5, height * -0.5, depth * 0.5));
for (auto& vertex : vertices) {
auto noise_vertex = glm::vec3(
ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.015), 0, 1, -width * 0.5, width * 0.5),
ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.015), 0, 1, -height * 0.5, height * 0.5),
ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.015), 0, 1, -depth * 0.5, depth * 0.5));
auto distance = vertex - noise_vertex * noise_value;
auto d = (distance / 1) * noise_value;
face_target.addVertex(location + vertex * 0.99 - d);
frame_target.addVertex(location + vertex - d);
}
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);
for (int i = 0; i < 8; i++) {
face_target.addColor(ofColor(0));
frame_target.addColor(ofColor(255));
}
}
//--------------------------------------------------------------
int main() {
ofSetupOpenGL(720, 720, OF_WINDOW);
ofRunApp(new ofApp());
}