void ofxMarchingCubes::vertexInterp(float threshold,const ofPoint& p1,const ofPoint& p2, float valp1, float valp2, ofPoint& theVertice){ float mu; if (ABS(threshold-valp1) < 0.00001){ theVertice.set(p1.x, p1.y, p1.z); return; } if (ABS(threshold-valp2) < 0.00001){ theVertice.set(p2.x, p2.y, p2.z); return; } if (ABS(valp1-valp2) < 0.00001){ theVertice.set(p1.x, p1.x, p1.z); return; } mu = (threshold - valp1) / (valp2 - valp1); theVertice.x = p1.x + mu * (p2.x - p1.x); theVertice.y = p1.y + mu * (p2.y - p1.y); theVertice.z = p1.z + mu * (p2.z - p1.z); }
bool findClosestIntersectionLineAndPoly( ofPoint a, ofPoint b, vector<ofPoint> pts, ofPoint & closestPoint, int & sideId ) { if(pts.size() <= 0 ) return false; vector<float> dist; vector<ofPoint> ipts; vector<int> ids; //if( pts[0].x != pts[ pts.size()-1].x && pts[0].y != pts[ pts.size()-1].y) pts.push_back(pts[0]); for( int i = 1; i < pts.size(); i++) { ofPoint iPt; if ( intersectionTwoLines( pts[i-1], pts[i], a, b, &iPt ) ) { dist.push_back( ( (a.x-iPt.x) *(a.x-iPt.x) + (a.y-iPt.y)*(a.y-iPt.y) ) ); ipts.push_back( iPt ); ids.push_back(i-1); } } closestPoint.set(0,0); if( ipts.size() <= 0 ) return false; ofPoint p = ofPoint(0,0); float cdist = 0; for( int i = 0; i < dist.size(); i++) { if( i == 0 || dist[i] < cdist ) { cdist = dist[i]; p.set( ipts[i].x,ipts[i].y ); sideId = ids[i]; } } closestPoint.set(p.x,p.y); return true; }
//-------------------------------------------------------------- void ofApp::setup(){ ofSetWindowShape(1024,1024); ofSetBackgroundAuto(true); //ofBackground(0,0,0); // background ofBackground(128,128,128); // background imageCrystal.loadImage("crystal.jpg"); //load initial image point.set(10,10); ofEnableBlendMode(OF_BLENDMODE_SUBTRACT); }
//-------------------------------------------------------------- void camApp::draw(){ //hitTest(); ofSetupScreen(); float width = ofGetWidth(); float height = ofGetHeight(); //TODO: check why the background was fading weird on rise background - OpenGL related bug? ofEnableAlphaBlending(); ofSetColor(255, 255, 255, 255); background.draw(ofGetWidth()/2, ofGetHeight()/2, ofGetWidth(), ofGetHeight() ); ofSetColor(255, 255, 255, ofMap(riseFallPct, 0.49, 0.0, 0, 255, true)); background2.draw(ofGetWidth()/2, ofGetHeight()/2, ofGetWidth(), ofGetHeight()); world.setScale(ofGetWidth(), ofGetHeight(), ofGetWidth()); world.setOrigin(ofPoint(ofGetWidth()/2, ofGetHeight()/2, 0.0)); world.begin(); world.ourCameraSetup(width/2, height/2, 0.0, width, height, fov ); //world.drawDebugGrid(); glDisable(GL_DEPTH_TEST); sceneGraph.updateCameraPos(world.camPos + ofPoint(0, 0, world.camDist)); sceneGraph.sortZ(); ofRectangle clipRect; clipRect.width = 2.0 * ofGetWidth(); clipRect.height = 2.2 * ofGetHeight(); // lets give us some extra room! clipRect.x = world.camPos.x - clipRect.width/2; clipRect.y = world.camPos.y - clipRect.height/2; //TODO: MAKE PLANT CLIPPING BETTER sceneGraph.renderWithClipping(clipRect, -180+world.camPos.z, 100 + world.camPos.z, world.camDist, fov ); hand.updateCamToScreenCoords(); GLdouble model_view[16]; glGetDoublev(GL_MODELVIEW_MATRIX, model_view); GLdouble projection[16]; glGetDoublev(GL_PROJECTION_MATRIX, projection); GLint viewport[4]; glGetIntegerv(GL_VIEWPORT, viewport); GLdouble X, Y, Z = 0; gluProject(myPerson.pos.x, myPerson.pos.y, myPerson.pos.z, model_view, projection, viewport, &X, &Y, &Z); personScreenPos.set(X, ofGetHeight()-Y, Z); world.end(); ofSetupScreen(); //this node draws in screen space. hand.draw(); if( percentOver > 0.0 ){ ofSetColor(255, 255, 255, 255*percentOver*1.2); if( endCreatedInRise ){ backgroundEnd.draw(ofGetWidth()/2, ofGetHeight()/2, ofGetWidth(), ofGetHeight()); }else{ backgroundEnd2.draw(ofGetWidth()/2, ofGetHeight()/2, ofGetWidth(), ofGetHeight()); } world.begin(); world.ourCameraSetup(width/2, height/2, 0.0, width, height, fov ); endGraphic.draw(); myPerson.draw(); world.end(); ofSetupScreen(); } if( howTo.state != NODE_INACTIVE ){ howTo.draw(); myPerson.drawAtScreenPos(personScreenPos.x, personScreenPos.y, 0); } ofSetColor(10, 50, 150); ofDrawBitmapString(hitsString, 10, 50); ofEnableAlphaBlending(); }
void testApp::draw() { // clear depth buffer (but not color buffer) glClear(GL_DEPTH_BUFFER_BIT); // enable blending glEnable(GL_BLEND); // choose semi-transparent black color myObj.setColor(0, 0, 0, 0.05f); // draw a black semi-transparent rectangle across whole screen to fade it out a bit myObj.drawRect(0, 0, ofGetWidth(), ofGetHeight()); // disable blending glDisable(GL_BLEND); // get current time (could use ofGetElapsedTimef() but I DONT want it to be fps independant // cos when I'm saving frames and it's running slow I want it to behave the same float curTime = ofGetFrameNum() * 1.0f/60.0f; // choose start rotation based on curTime float theta = sin(curTime * 0.17f) * TWO_PI; // set start position offset from center of screen float startOffset = -50.0f * sin(curTime * 0.09f); pos.set(ofGetWidth()/2 + cos(theta) * startOffset, ofGetHeight()/2 + sin(theta) * startOffset, 0); // begin a triangle strip myObj.begin(GL_TRIANGLE_STRIP); for(int i=0; i<5000; i++) { // calculate and set colors // RGB components modulate sinusoidally, frequency increases with iteration count myObj.setColor(sin(curTime * 0.8f + i * 0.0011f) * 0.5f + 0.5f, sin(curTime * 0.7f + i * 0.0013f) * 0.5f + 0.5f, sin(curTime * 0.3f + i * 0.0017f) * 0.5f + 0.5f); // do some maths to calculate vertex positions // modulate theta (offset rotation) sinusoidally, frequency increases with iteration count // use two modulations with different frequencies to create complex harmonic motion theta += sin(curTime * 0.1f + i * 0.00062f) * 2.0f * DEG_TO_RAD * i * 0.0004 + sin(curTime*0.2f + i * 0.0009f) * 3.0f * DEG_TO_RAD; float cos_t = cos(theta); float sin_t = sin(theta); // x, y position cumulatively rotates // z position modulates sinusoidally, frequency increases with iteration count pos += ofPoint(cos_t, sin_t, sin(curTime * 0.5f + i*0.002f) * 0.5); // send vertex data to myObj myObj.addVertex(pos.x, pos.y, pos.z); // do some math to calculate another vertex position // perpendicular to rotation // thickness modulates sinusoidally, frequency increases with iteration count // also modulation frequency sinusoidally ofPoint pos2 = pos + ofPoint(sin_t, -cos_t) * ofMap(sin(curTime * 0.4f * ( 1.0f + i * 0.001f) + i * 0.06f + sin(i*0.001f) * 0.2f), -1, 1, 5, 10 + i * 0.01f); // place second vertex (can also pass pointer (array) to coordinates) myObj.addVertex2v(pos2.v); } // end vertices and draw to screen myObj.end(); }
//-------------------------------------------------------------- void testApp::setup(){ fadeActiveVal = 0; fadeToBlack = 0; // --------------- setup the gui window GUI.setup(ofRectangle(0,0,500,800), "my sample gui"); GUI.setEventInterface(this); GUI.addButton("repeatSound", "repeat sound", ofRectangle(10,10,120,30)); GUI.addButton("newColor", "new color", ofRectangle(10,50,120,30)); GUI.addTextEntry("textBox", "please enter text here", ofRectangle(10,120,180,90)); GUI.addSlider("volSmth", ofRectangle(10,260,180,30), 0, 1, 0.8, &ACM.volumeSmoothing); GUI.addSlider("hueRange", ofRectangle(10,300,180,30), 0,400,35, &ACM.hueRange); GUI.addSlider("hueShiftValStart", ofRectangle(10,340,180,30), 0,1,0.2, &ACM.hueShiftValStart); GUI.addSlider("darkness", ofRectangle(10,340+40,180,30), 0,1,0.5, &ACM.darkness); GUI.addSlider("hueFadeRate", ofRectangle(10,340+80,180,30), 0,1,0.96, &ACM.hueFadeRate); GUI.addSlider("fadeToBlack", ofRectangle(10,340+120,180,30), 0,1,1, &fadeToBlack); GUI.addSlider("delay", ofRectangle(10,340+160,180,30), 0,200,10, &XBC.delay); GUI.addSlider("balloonFade", ofRectangle(10,340+200,180,30), 0,255,10, &XBC.balloonFade); left = new float[256]; AA.setup(44100); // sample rate! ACM.setup(); bPlaying = false; ofSoundStreamSetup(2, 0, this, 44100, 256, 4); ofSetFrameRate(30); // ------- midi // print input ports to console midiIn.listPorts(); // open port by number midiIn.openPort(0); //midiIn.openPort("IAC Pure Data In"); // by name //midiIn.openVirtualPort("ofxMidiIn Input"); // open a virtual port // don't ignore sysex, timing, & active sense messages, // these are ignored by default midiIn.ignoreTypes(false, false, false); // add testApp as a listener midiIn.addListener(this); // print received messages to the console midiIn.setVerbose(true); midiColor.set(0,0,0); }