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星を辺ごとに回転。
Rotating star piece.
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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) {}; void setStarToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float radius); ofEasyCam cam; vector<ofColor> color_list; ofMesh face_mesh, frame_mesh; float noise_seed; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofEnableDepthTest(); ofColor color; vector<int> hex_list = { 0x247BA0, /*0x70C1B3,*/ 0xB2DBBF, 0xF3FFBD, 0xFF1654 }; for (auto hex : hex_list) { color.setHex(hex); this->color_list.push_back(color); } this->frame_mesh.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->face_mesh.clear(); this->frame_mesh.clear(); auto radius = 100; for (auto x = -200; x <= 200; x += radius * 2) { for (auto y = -200; y <= 200; y += radius * 2) { for (auto z = -200; z <= 200; z += radius * 2) { this->setStarToMesh(this->face_mesh, this->frame_mesh, glm::vec3(x, y, z), radius * 0.85); } } } if (ofGetFrameNum() % 120 < 75) { // 受け入れるフレーム数よりも少ない数値のmodで処理すると止まる直前に動きが出る this->noise_seed += ofMap(ofGetFrameNum() % 60, 0, 75, 0.015, 0); } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(ofGetFrameNum() * 0.5); this->face_mesh.drawFaces(); this->frame_mesh.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- void ofApp::setStarToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float radius) { int deg_start = ofRandom(360); ofColor color = this->color_list[(int)ofMap(ofNoise(ofRandom(1000), this->noise_seed), 0, 1, 0, this->color_list.size())]; auto deg_span = 72; for (auto deg = deg_start; deg < deg_start + 360; deg += deg_span) { auto angle_x = ofMap(ofNoise(ofRandom(1000), this->noise_seed), 0, 1, -PI, PI); auto rotation_x = glm::rotate(glm::mat4(), angle_x, glm::vec3(1, 0, 0)); auto angle_y = ofMap(ofNoise(ofRandom(1000), this->noise_seed), 0, 1, -PI, PI); auto rotation_y = glm::rotate(glm::mat4(), angle_y, glm::vec3(0, 1, 0)); auto angle_z = ofMap(ofNoise(ofRandom(1000), this->noise_seed), 0, 1, -PI, PI); auto rotation_z = glm::rotate(glm::mat4(), angle_z, glm::vec3(0, 0, 1)); int face_index = face_target.getVertices().size(); face_target.addVertex(location + glm::vec4(radius * 0.05 * cos(deg * DEG_TO_RAD), radius * 0.05 * sin(deg * DEG_TO_RAD), 0, 0) * rotation_z * rotation_y * rotation_x); face_target.addVertex(location + glm::vec4(radius * 0.5 * cos((deg - deg_span * 0.35) * DEG_TO_RAD), radius * 0.5 * sin((deg - deg_span * 0.35) * DEG_TO_RAD), 0, 0) * rotation_z * rotation_y * rotation_x); face_target.addVertex(location + glm::vec4(radius * 0.5 * cos((deg + deg_span * 0.35) * DEG_TO_RAD), radius * 0.5 * sin((deg + deg_span * 0.35) * DEG_TO_RAD), 0, 0) * rotation_z * rotation_y * rotation_x); face_target.addVertex(location + glm::vec4(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), 0, 0) * rotation_z * rotation_y * rotation_x); face_target.addVertex(location + glm::vec4(radius * 0.5 * cos(deg * DEG_TO_RAD), radius * 0.5 * sin(deg * DEG_TO_RAD), radius * 0.15, 0) * rotation_z * rotation_y * rotation_x); face_target.addVertex(location + glm::vec4(radius * 0.5 * cos(deg * DEG_TO_RAD), radius * 0.5 * sin(deg * DEG_TO_RAD), radius * -0.15, 0) * rotation_z * rotation_y * rotation_x); for (auto i = face_index; i < face_target.getVertices().size(); i++) { face_target.addColor(color); } face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 0); face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 3); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 3); face_target.addIndex(face_index + 2); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 2); face_target.addIndex(face_index + 0); face_target.addIndex(face_index + 5); face_target.addIndex(face_index + 0); face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 5); face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 3); face_target.addIndex(face_index + 5); face_target.addIndex(face_index + 3); face_target.addIndex(face_index + 2); face_target.addIndex(face_index + 5); face_target.addIndex(face_index + 2); face_target.addIndex(face_index + 0); int frame_index = frame_target.getVertices().size(); frame_target.addVertex(location + glm::vec4(radius * 0.05 * cos(deg * DEG_TO_RAD), radius * 0.05 * sin(deg * DEG_TO_RAD), 0, 0) * rotation_z * rotation_y * rotation_x); frame_target.addVertex(location + glm::vec4(radius * 0.5 * cos((deg - deg_span * 0.35) * DEG_TO_RAD), radius * 0.5 * sin((deg - deg_span * 0.35) * DEG_TO_RAD), 0, 0) * rotation_z * rotation_y * rotation_x); frame_target.addVertex(location + glm::vec4(radius * 0.5 * cos((deg + deg_span * 0.35) * DEG_TO_RAD), radius * 0.5 * sin((deg + deg_span * 0.35) * DEG_TO_RAD), 0, 0) * rotation_z * rotation_y * rotation_x); frame_target.addVertex(location + glm::vec4(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), 0, 0) * rotation_z * rotation_y * rotation_x); frame_target.addVertex(location + glm::vec4(radius * 0.5 * cos(deg * DEG_TO_RAD), radius * 0.5 * sin(deg * DEG_TO_RAD), radius * 0.15, 0) * rotation_z * rotation_y * rotation_x); frame_target.addVertex(location + glm::vec4(radius * 0.5 * cos(deg * DEG_TO_RAD), radius * 0.5 * sin(deg * DEG_TO_RAD), radius * -0.15, 0) * rotation_z * rotation_y * rotation_x); for (auto i = frame_index; i < frame_target.getVertices().size(); i++) { frame_target.addColor(ofColor(0)); } frame_target.addIndex(frame_index + 0); frame_target.addIndex(frame_index + 1); frame_target.addIndex(frame_index + 0); frame_target.addIndex(frame_index + 2); frame_target.addIndex(frame_index + 3); frame_target.addIndex(frame_index + 1); frame_target.addIndex(frame_index + 3); frame_target.addIndex(frame_index + 2); 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 + 4); frame_target.addIndex(frame_index + 2); frame_target.addIndex(frame_index + 4); frame_target.addIndex(frame_index + 3); frame_target.addIndex(frame_index + 5); frame_target.addIndex(frame_index + 0); 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 + 5); frame_target.addIndex(frame_index + 3); } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |