[work 92] Rotating Spheres
Movie
Source code
about
- 球体を回転させる
file
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#include "ofMain.h" #include "ofApp.h" //================================ int main( ){ // 4K:4096x2160 // 2K:2048x1080 // FullHD:1920x1080 // HD:1440x1080 // HD720p:1280x720 // DVD:720x480 // setup the GL context ofSetupOpenGL(1280, 720, OF_WINDOW); // this kicks off the running of my app // can be OF_WINDOW or OF_FULLSCREEN // pass in width and height too: ofRunApp( new ofApp()); }
#pragma once #include "ofMain.h" #include "Controller.hpp" class ofApp : public ofBaseApp{ public: ofApp(); ~ofApp(); 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); private: std::shared_ptr<Controller> control; ofLight light; ofEasyCam cam; };
#include "ofApp.h" ofApp::ofApp(){ } ofApp::~ofApp(){ } //-------------------------------------------------------------- void ofApp::setup(){ double fps = 30; ofSetFrameRate(fps); ofBackground(0); ofSetBackgroundAuto(true); ofSetVerticalSync(true); ofEnableDepthTest(); ofEnableSmoothing(); light.enable(); light.setPointLight(); light.setPosition(glm::vec3(0, 800, 0)); light.setAmbientColor(ofFloatColor(0.6, 0.6, 0.6, 1.0)); light.setDiffuseColor(ofFloatColor(0.4, 0.4, 0.4)); light.setSpecularColor(ofFloatColor(1.0, 1.0, 1.0)); control = make_shared<Controller>(); control->setup(); } //-------------------------------------------------------------- void ofApp::update(){ control->update(); } //-------------------------------------------------------------- void ofApp::draw(){ cam.begin(); control->display(); cam.end(); } //-------------------------------------------------------------- void ofApp::keyPressed(int key){ if (key == 's') { ofImage img; img.grabScreen(0, 0, ofGetWidth(), ofGetHeight()); img.save("screenshot.png"); } }
#ifndef Controller_hpp #define Controller_hpp #include <stdio.h> #include "ofMain.h" #include "Sphere.hpp" class Controller { public: Controller(); ~Controller(); void setup(); void update(); void display(); private: std::vector<std::shared_ptr<Sphere>> spheres; }; #endif /* Controller_hpp */
#include "Controller.hpp" Controller::Controller() { } Controller::~Controller() { } void Controller::setup() { for (int i = -1; i < 2; i++) { for (int j = -1; j < 2; j++) { spheres.push_back(make_shared<Sphere>(glm::vec3(i * 250, 0, j * 250))); spheres.back()->setup(); glm::vec3 axis = glm::vec3(0, 0, 0); while (axis == glm::vec3(0, 0, 0)) { axis = glm::vec3((int)ofRandom(-2, 2), (int)ofRandom(-2, 2), (int)ofRandom(-2, 2)); } spheres.back()->setRotAxis(axis); spheres.back()->start(); } } } void Controller::update() { for (shared_ptr<Sphere> s : spheres) { s->update(); } } void Controller::display() { for (shared_ptr<Sphere> s : spheres) { s->display(); } }
#ifndef Sphere_hpp #define Sphere_hpp #include <stdio.h> #include "ofMain.h" class Sphere { public: Sphere(glm::vec3 l); ~Sphere(); void setup(); void update(); void display(); void setFrontColor(ofColor c); void setBackColor(ofColor c); void setRotAxis(glm::vec3 a); void start(); void pause(); private: void paint(); std::vector<ofMeshFace> faces; bool startRot; float radius; glm::vec3 location; glm::vec3 rotAxis; float rotAngle; ofVboMesh mesh; ofVboMesh meshFrame; ofColor frontCol, backCol; }; #endif /* Sphere_hpp */
#include "Sphere.hpp" Sphere::Sphere(glm::vec3 l) { location = l; } Sphere::~Sphere() { } void Sphere::setup() { pause(); ofIcoSpherePrimitive sphere = ofIcoSpherePrimitive(60, 3); faces = sphere.getMesh().getUniqueFaces(); ofIcoSpherePrimitive sphereFrame = ofIcoSpherePrimitive(120, 2); meshFrame = sphereFrame.getMesh(); setFrontColor(ofColor(255)); setBackColor(ofColor(128)); paint(); setRotAxis(glm::vec3(0, 1, 0)); rotAngle = 180 / (ofGetTargetFrameRate() * 3); } void Sphere::update() { if (startRot) { for (auto &v : mesh.getVertices()) { glm::mat4 m = glm::rotate(glm::mat4(), ofDegToRad(rotAngle), rotAxis); v = glm::vec4(v, 0) * m; } for (auto &v : meshFrame.getVertices()) { glm::mat4 m = glm::rotate(glm::mat4(), ofDegToRad(rotAngle), rotAxis); v = glm::vec4(v, 0) * m; } } } void Sphere::display() { ofPushMatrix(); ofTranslate(location); mesh.draw(); meshFrame.drawWireframe(); ofPopMatrix(); } void Sphere::setFrontColor(ofColor c) { frontCol = c; } void Sphere::setBackColor(ofColor c) { backCol = c; } void Sphere::setRotAxis(glm::vec3 a) { rotAxis = a; } void Sphere::start() { startRot = true; } void Sphere::pause() { startRot = false; } void Sphere::paint() { for (ofMeshFace &f : faces) { for (int i = 0; i < 3; i++) { mesh.addVertex(f.getVertex(i)); } glm::vec3 n = f.getFaceNormal(); if (n.z < 0) { mesh.addColor(frontCol); mesh.addColor(frontCol); mesh.addColor(frontCol); } else { mesh.addColor(backCol); mesh.addColor(backCol); mesh.addColor(backCol); } } }
Link to the reference page
ソースコードで使用したAPIの中から要点になりそうなものをいくつか選んでリストアップしました。
category | API/Lib |
openframeworks | ofVboMesh |
openframeworks | ofMesh |
openframeworks | glm::rotate |
openframeworks | ofIcoSpherePrimitive |
openframeworks | ofLight |
Development environment
- openframeworks 0.10.1
- c++
- macOS
- Xcode