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Distribution of Noise Observed by Circumference.
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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) {}; ofEasyCam cam; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetColor(39); ofNoFill(); ofSetLineWidth(2); ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); auto radius = 35; auto span = 100; auto width = 10; auto deg_span = 5; for (int x = -span * 3; x <= span * 3; x += span) { for (int y = -span * 3; y <= span * 3; y += span) { vector<glm::vec2> in_vertices, out_vertices; for (int deg = 0; deg < 360; deg += deg_span) { in_vertices.push_back(glm::vec2(x + (radius - width * 0.5) * cos(deg * DEG_TO_RAD), y + (radius - width * 0.5) * sin(deg * DEG_TO_RAD))); out_vertices.push_back(glm::vec2(x + (radius + width * 0.5) * cos(deg * DEG_TO_RAD), y + (radius + width * 0.5) * sin(deg * DEG_TO_RAD))); auto noise_location = glm::vec2(x + (radius + width * 0.5) * cos(deg * DEG_TO_RAD), y + (radius + width * 0.5) * sin(deg * DEG_TO_RAD)); auto noise_value = ofNoise(noise_location.x * 0.005, noise_location.y * 0.005, ofGetFrameNum() * 0.02); if (noise_value < 0.45) { vector<glm::vec2> fill_vertices; fill_vertices.push_back(glm::vec2(x + (radius - width * 0.5) * cos(deg * DEG_TO_RAD), y + (radius - width * 0.5) * sin(deg * DEG_TO_RAD))); fill_vertices.push_back(glm::vec2(x + (radius - width * 0.5) * cos((deg + deg_span) * DEG_TO_RAD), y + (radius - width * 0.5) * sin((deg + deg_span) * DEG_TO_RAD))); fill_vertices.push_back(glm::vec2(x + (radius + width * 0.5) * cos((deg + deg_span) * DEG_TO_RAD), y + (radius + width * 0.5) * sin((deg + deg_span) * DEG_TO_RAD))); fill_vertices.push_back(glm::vec2(x + (radius + width * 0.5) * cos(deg * DEG_TO_RAD), y + (radius + width * 0.5) * sin(deg * DEG_TO_RAD))); ofFill(); ofBeginShape(); ofVertices(fill_vertices); ofEndShape(true); } } ofNoFill(); ofBeginShape(); ofVertices(in_vertices); ofEndShape(true); ofBeginShape(); ofVertices(out_vertices); ofEndShape(true); } } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |