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ofApp.cpp
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ofApp.cpp
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#include "ofApp.h"
//--------------------------------------------------------------
void ofApp::setup() {
ofSetFrameRate(60);
ofSetWindowTitle("openFrameworks");
ofBackground(239);
ofSetColor(39);
ofEnableDepthTest();
this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES);
this->span = 100;
for (int x = -this->span * 2; x <= this->span * 2; x += this->span) {
for (int y = -this->span * 2; y <= this->span * 2; y += this->span) {
for (int z = -this->span * 2; z <= this->span * 2; z += this->span) {
this->location_list.push_back(glm::vec3(x, y, z));
}
}
}
this->axis_list = { glm::vec3(1, 0, 0), glm::vec3(0, 1, 0), glm::vec3(0, 0, 1) };
this->axis_index = 0;
this->target_param = 0;
this->direction = 5;
}
//--------------------------------------------------------------
void ofApp::update() {
this->face.clear();
this->frame.clear();
for (int i = 0; i < this->location_list.size(); i++) {
if ((this->axis_index == 0 && this->location_list[i].x == this->target_param) || (this->axis_index == 1 && this->location_list[i].y == this->target_param) || (this->axis_index == 2 && this->location_list[i].z == this->target_param)) {
auto rotation = glm::rotate(glm::mat4(), (float)DEG_TO_RAD * (ofGetFrameNum() % 18) * this->direction, this->axis_list[this->axis_index]);
auto location = glm::vec4(location_list[i], 0) * rotation;
this->setBoxToMesh(this->face, this->frame, location, this->span * 0.85, this->span * 0.85, this->span * 0.85);
}
else {
this->setBoxToMesh(this->face, this->frame, this->location_list[i], this->span * 0.85, this->span * 0.85, this->span * 0.85);
}
}
if (ofGetFrameNum() % 18 == 0) {
this->axis_index = (int)ofRandom(this->axis_list.size());
this->target_param = (int)ofRandom(5) * this->span - this->span * 2;
this->direction = ofRandom(2) < 1 ? 5 : -5;
}
}
//--------------------------------------------------------------
void ofApp::draw() {
this->cam.begin();
ofRotateX(ofGetFrameNum() * 0.43);
ofRotateY(ofGetFrameNum() * 0.65);
ofSetColor(39);
this->face.draw();
ofSetColor(239);
this->frame.drawWireframe();
this->cam.end();
}
//--------------------------------------------------------------
void ofApp::setBoxToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float height, float width, float depth) {
auto noise_value = glm::vec2(ofNoise(location.x * 0.002 + 300, ofGetFrameNum() * 0.004), ofNoise(location.y * 0.002 + 300, ofGetFrameNum() * 0.004));
int index = face_target.getVertices().size();
face_target.addVertex(location + glm::vec3(width * -0.5 * 0.99, height * 0.5 * 0.99, depth * -0.5 * 0.99));
face_target.addVertex(location + glm::vec3(width * 0.5 * 0.99, height * 0.5 * 0.99, depth * -0.5 * 0.99));
face_target.addVertex(location + glm::vec3(width * 0.5 * 0.99, height * 0.5 * 0.99, depth * 0.5 * 0.99));
face_target.addVertex(location + glm::vec3(width * -0.5 * 0.99, height * 0.5 * 0.99, depth * 0.5 * 0.99));
face_target.addVertex(location + glm::vec3(width * -0.5 * 0.99, height * -0.5 * 0.99, depth * -0.5 * 0.99));
face_target.addVertex(location + glm::vec3(width * 0.5 * 0.99, height * -0.5 * 0.99, depth * -0.5 * 0.99));
face_target.addVertex(location + glm::vec3(width * 0.5 * 0.99, height * -0.5 * 0.99, depth * 0.5 * 0.99));
face_target.addVertex(location + glm::vec3(width * -0.5 * 0.99, height * -0.5 * 0.99, depth * 0.5 * 0.99));
face_target.addIndex(index + 0); face_target.addIndex(index + 1); face_target.addIndex(index + 2);
face_target.addIndex(index + 0); face_target.addIndex(index + 2); face_target.addIndex(index + 3);
face_target.addIndex(index + 4); face_target.addIndex(index + 5); face_target.addIndex(index + 6);
face_target.addIndex(index + 4); face_target.addIndex(index + 6); face_target.addIndex(index + 7);
face_target.addIndex(index + 0); face_target.addIndex(index + 4); face_target.addIndex(index + 1);
face_target.addIndex(index + 4); face_target.addIndex(index + 5); face_target.addIndex(index + 1);
face_target.addIndex(index + 1); face_target.addIndex(index + 5); face_target.addIndex(index + 6);
face_target.addIndex(index + 6); face_target.addIndex(index + 2); face_target.addIndex(index + 1);
face_target.addIndex(index + 2); face_target.addIndex(index + 6); face_target.addIndex(index + 7);
face_target.addIndex(index + 7); face_target.addIndex(index + 3); face_target.addIndex(index + 2);
face_target.addIndex(index + 3); face_target.addIndex(index + 7); face_target.addIndex(index + 4);
face_target.addIndex(index + 4); face_target.addIndex(index + 0); face_target.addIndex(index + 3);
frame_target.addVertex(location + glm::vec3(width * -0.5, height * 0.5, depth * -0.5));
frame_target.addVertex(location + glm::vec3(width * 0.5, height * 0.5, depth * -0.5));
frame_target.addVertex(location + glm::vec3(width * 0.5, height * 0.5, depth * 0.5));
frame_target.addVertex(location + glm::vec3(width * -0.5, height * 0.5, depth * 0.5));
frame_target.addVertex(location + glm::vec3(width * -0.5, height * -0.5, depth * -0.5));
frame_target.addVertex(location + glm::vec3(width * 0.5, height * -0.5, depth * -0.5));
frame_target.addVertex(location + glm::vec3(width * 0.5, height * -0.5, depth * 0.5));
frame_target.addVertex(location + glm::vec3(width * -0.5, height * -0.5, depth * 0.5));
frame_target.addIndex(index + 0); frame_target.addIndex(index + 1);
frame_target.addIndex(index + 1); frame_target.addIndex(index + 2);
frame_target.addIndex(index + 2); frame_target.addIndex(index + 3);
frame_target.addIndex(index + 3); frame_target.addIndex(index + 0);
frame_target.addIndex(index + 4); frame_target.addIndex(index + 5);
frame_target.addIndex(index + 5); frame_target.addIndex(index + 6);
frame_target.addIndex(index + 6); frame_target.addIndex(index + 7);
frame_target.addIndex(index + 7); frame_target.addIndex(index + 4);
frame_target.addIndex(index + 0); frame_target.addIndex(index + 4);
frame_target.addIndex(index + 1); frame_target.addIndex(index + 5);
frame_target.addIndex(index + 2); frame_target.addIndex(index + 6);
frame_target.addIndex(index + 3); frame_target.addIndex(index + 7);
}
//--------------------------------------------------------------
int main() {
ofSetupOpenGL(720, 720, OF_WINDOW);
ofRunApp(new ofApp());
}