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似たアルゴリズムでも見た目は大分異なる。
Even though the algorithms are similar, they look very different.
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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 setHexagonToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float radius, float height); ofEasyCam cam; ofMesh face, frame; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(255); ofEnableDepthTest(); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face.clear(); this->frame.clear(); auto radius = 15; auto x_span = radius * sqrt(3); auto flg = true; for (float y = -600; y <= 600; y += radius * 1.5) { for (float x = -600; x <= 600; x += x_span) { glm::vec2 location; if (flg) { location = glm::vec2(x, y); } else { location = glm::vec2(x + (x_span / 2), y); } auto noise_value = ofNoise(glm::vec3(location.x * 0.0025, location.y * 0.0025, ofGetFrameNum() * 0.01)); auto height = 250.f; if (noise_value > 0.55){ if (noise_value <= 0.65) { height = ofMap(noise_value, 0.55, 0.65, 250, 50); } else { height = 50; } } this->setHexagonToMesh(this->face, this->frame, glm::vec3(location, 0), radius, height); } flg = !flg; } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateZ(ofGetFrameNum() * 0.6666666); this->face.draw(); this->frame.draw(); this->cam.end(); } //-------------------------------------------------------------- void ofApp::setHexagonToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float radius, float height) { ofColor face_color = ofColor(ofMap(height, 50, 250, 0, 255)); ofColor frame_color = ofColor(ofMap(height, 50, 250, 255, 0)); for (int deg = 90; deg < 450; deg += 60) { auto face_radius = radius - 0.5; auto face_index = face_target.getNumVertices(); vector<glm::vec3> vertices; vertices.push_back(glm::vec3(0, 0, 0)); vertices.push_back(glm::vec3(face_radius * cos(deg * DEG_TO_RAD), face_radius * sin(deg * DEG_TO_RAD), 0)); vertices.push_back(glm::vec3(face_radius * cos((deg + 60) * DEG_TO_RAD), face_radius * sin((deg + 60) * DEG_TO_RAD), 0)); vertices.push_back(glm::vec3(0, 0, height)); vertices.push_back(glm::vec3(face_radius * cos((deg + 60) * DEG_TO_RAD), face_radius * sin((deg + 60) * DEG_TO_RAD), height)); vertices.push_back(glm::vec3(face_radius * cos(deg * DEG_TO_RAD), face_radius * sin(deg * DEG_TO_RAD), height)); for (auto& vertex : vertices) { vertex = location + glm::vec4(vertex, 0); } 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 + 3); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 5); face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 2); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 5); auto frame_index = frame_target.getNumVertices(); vertices.clear(); vertices.push_back(glm::vec3(0, 0, 0)); vertices.push_back(glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), 0)); vertices.push_back(glm::vec3(radius * cos((deg + 60) * DEG_TO_RAD), radius * sin((deg + 60) * DEG_TO_RAD), 0)); vertices.push_back(glm::vec3(0, 0, height)); vertices.push_back(glm::vec3(radius * cos((deg + 60) * DEG_TO_RAD), radius * sin((deg + 60) * DEG_TO_RAD), height)); vertices.push_back(glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), height)); for (auto& vertex : vertices) { vertex = location + glm::vec4(vertex, 0); } frame_target.addVertices(vertices); frame_target.addIndex(frame_index + 1); frame_target.addIndex(frame_index + 2); frame_target.addIndex(frame_index + 4); frame_target.addIndex(frame_index + 5); frame_target.addIndex(frame_index + 1); frame_target.addIndex(frame_index + 5); frame_target.addIndex(frame_index + 2); frame_target.addIndex(frame_index + 4); 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()); } |