#include "ofApp.h"
//--------------------------------------------------------------
void ofApp::setup() {
ofSetFrameRate(30);
ofSetWindowTitle("openFrameworks");
ofBackground(255);
ofSetLineWidth(0.5);
ofEnableDepthTest();
this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES);
}
//--------------------------------------------------------------
void ofApp::update() {
ofSeedRandom(39);
glm::vec3 noise_param = glm::vec3(ofRandom(360), ofRandom(360), ofRandom(360));
this->radius_list.push_back(0);
this->rotation_list.push_back(glm::vec3(
ofMap(ofNoise(noise_param.x, ofGetFrameNum() * 0.008), 0, 1, -360, 360),
ofMap(ofNoise(noise_param.y, ofGetFrameNum() * 0.008), 0, 1, -360, 360),
ofMap(ofNoise(noise_param.z, ofGetFrameNum() * 0.008), 0, 1, -360, 360)));
ofColor color;
color.setHsb((ofGetFrameNum() * 2) % 255, 255, 230);
this->color_list.push_back(color);
for (int i = this->radius_list.size() - 1; i > -1; i--) {
this->radius_list[i] += 1.5;
if (this->radius_list[i] > 250) {
this->radius_list.erase(this->radius_list.begin() + i);
this->rotation_list.erase(this->rotation_list.begin() + i);
this->color_list.erase(this->color_list.begin() + i);
}
}
this->face.clear();
this->frame.clear();
for (int i = 0; i < this->radius_list.size(); i++) {
this->setRingToMesh(this->face, this->frame, glm::vec3(), this->rotation_list[i], this->radius_list[i], this->radius_list[i] * 0.1, ofColor(this->color_list[i]), ofColor(255));
}
}
//--------------------------------------------------------------
void ofApp::draw() {
this->cam.begin();
ofRotateY(ofGetFrameNum() * 2.66666666666666);
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();
for (int deg = 0; deg < 360; deg += 5) {
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 + 5) * DEG_TO_RAD), radius * sin((deg + 5) * DEG_TO_RAD), height * -0.5));
vertices.push_back(glm::vec3(radius * cos((deg + 5) * DEG_TO_RAD), radius * sin((deg + 5) * 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);
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());
}