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ほどける円。
unraveling circle.
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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) {}; };  | 
					
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						#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(60); 	ofSetWindowTitle("openframeworks"); 	ofBackground(239); 	ofSetLineWidth(3); 	ofNoFill(); 	ofEnableBlendMode(ofBlendMode::OF_BLENDMODE_MULTIPLY); } //-------------------------------------------------------------- void ofApp::update() { 	ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { 	ofTranslate(ofGetWidth() * 0.5, ofGetHeight() * 0.5); 	vector<ofColor> color_list = {ofColor(255, 0, 0), ofColor(0, 255, 0), ofColor(0, 0, 255)}; 	for (int i = 0; i < 2; i++) { 		auto radius = 125 + i * 125; 		auto rotate_deg = (ofGetFrameNum() + i * 180) % 360; 		auto rotate_location = glm::vec2(radius * cos(rotate_deg * DEG_TO_RAD), radius * sin(rotate_deg * DEG_TO_RAD)); 		for (int k = 0; k < color_list.size(); k++) { 			auto noise_seed = ofRandom(1000); 			ofSetColor(color_list[k]); 			ofBeginShape(); 			for (int deg = 0; deg < 360; deg += 1) { 				auto location = glm::vec2(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD)); 				auto distance = glm::distance(location, rotate_location); 				if (distance < radius * 0.75) { 					auto noise_radius = ofMap(ofNoise(noise_seed, location.x * 0.035, location.y * 0.035, ofGetFrameNum() * 0.005), 0, 1, radius - 125, radius + 125); 					auto noise_location = glm::vec2(noise_radius * cos(deg * DEG_TO_RAD), noise_radius * sin(deg * DEG_TO_RAD)); 					auto gap = location - noise_location; 					ofVertex(location + gap * ofMap(distance, 0, radius * 0.75, 1, 0)); 				} 				else { 					ofVertex(location); 				} 			} 			ofEndShape(true); 		} 	} } //-------------------------------------------------------------- int main() { 	ofSetupOpenGL(720, 720, OF_WINDOW); 	ofRunApp(new ofApp()); }  |