#include "ofApp.h"
//--------------------------------------------------------------
void ofApp::setup() {
ofSetFrameRate(60);
ofSetWindowTitle("openFrameworks");
ofBackground(0);
ofEnableDepthTest();
auto radius = 15;
auto x_span = radius * sqrt(3);
auto flg = true;
for (float y = -360; y < 360; y += radius * 1.5) {
for (float x = -360; x < 360; x += x_span) {
glm::vec3 location;
if (flg) {
location = glm::vec3(x, y, 0);
}
else {
location = glm::vec3(x + (x_span / 2), y, 0);
}
this->location_list.push_back(location);
}
flg = !flg;
}
this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES);
}
//--------------------------------------------------------------
void ofApp::update() {
ofSeedRandom(39);
this->face.clear();
this->frame.clear();
for (int i = 0; i < this->location_list.size(); i++) {
auto noise_param = ofNoise(glm::vec4(this->location_list[i] * 0.004, ofGetFrameNum() * 0.005));
if (noise_param < 0.45) {
this->setHexagonToMesh(this->face, this->frame, this->location_list[i], 15, 5);
}
else {
auto rotation_x = glm::rotate(glm::mat4(), ofMap(ofNoise(glm::vec4(this->location_list[i] * 0.004, ofGetFrameNum() * 0.005)), 0, 1, -230, 230) * (float)DEG_TO_RAD * ofMap(noise_param, 0.45, 1, 0, 1), glm::vec3(1, 0, 0));
auto rotation_y = glm::rotate(glm::mat4(), ofMap(ofNoise(glm::vec4(this->location_list[i] * 0.004, ofGetFrameNum() * 0.005)), 0, 1, -230, 230) * (float)DEG_TO_RAD * ofMap(noise_param, 0.45, 1, 0, 1), glm::vec3(0, 1, 0));
auto rotation_z = glm::rotate(glm::mat4(), ofMap(ofNoise(glm::vec4(this->location_list[i] * 0.004, ofGetFrameNum() * 0.005)), 0, 1, -230, 230) * (float)DEG_TO_RAD * ofMap(noise_param, 0.45, 1, 0, 1), glm::vec3(0, 0, 1));
glm::vec3 location = glm::vec4(this->location_list[i], 0) * rotation_z * rotation_y * rotation_x;
this->setHexagonToMesh(this->face, this->frame, location, 15, 5);
}
}
}
//--------------------------------------------------------------
void ofApp::draw() {
this->cam.begin();
ofRotateY(ofGetFrameNum() * 0.6666666666666);
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(0);
ofColor frame_color = ofColor(255);
auto noise_param = ofNoise(glm::vec4(location * 0.004, ofGetFrameNum() * 0.005));
auto rotation_x = glm::rotate(glm::mat4(), ofMap(ofNoise(glm::vec4(location * 0.004, ofGetFrameNum() * 0.005)), 0, 1, -1800, 1800) * (float)DEG_TO_RAD * ofMap(noise_param, 0.45, 1, 0, 1), glm::vec3(1, 0, 0));
auto rotation_y = glm::rotate(glm::mat4(), ofMap(ofNoise(glm::vec4(location * 0.004, ofGetFrameNum() * 0.005)), 0, 1, -1800, 1800) * (float)DEG_TO_RAD * ofMap(noise_param, 0.45, 1, 0, 1), glm::vec3(0, 1, 0));
auto rotation_z = glm::rotate(glm::mat4(), ofMap(ofNoise(glm::vec4(location * 0.004, ofGetFrameNum() * 0.005)), 0, 1, -1800, 1800) * (float)DEG_TO_RAD * ofMap(noise_param, 0.45, 1, 0, 1), glm::vec3(0, 0, 1));
for (int deg = 90; deg < 450; deg += 60) {
auto face_radius = radius - 0.5;
auto face_index = face_target.getNumVertices();
auto frame_index = frame_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) {
if (noise_param > 0.45) {
vertex = glm::vec4(vertex, 0) * rotation_z * rotation_y * rotation_x;
}
vertex += location;
}
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);
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());
}