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クリエイティブコーディングによる花火。
Fireworks by creative coding.
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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) {}; vector<glm::vec2> location_list; vector<float> radius_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofSetLineWidth(2); ofSeedRandom(2020080202); while (this->location_list.size() < 8) { auto location = glm::vec2(ofRandom(140, ofGetWidth() - 140), ofRandom(140, ofGetHeight() - 140)); auto radius = ofRandom(50, 120); cout << location << ":" << radius << endl; auto flag = true; for (int i = 0; i < this->location_list.size(); i++) { if (glm::distance(location, this->location_list[i]) < this->radius_list[i] + radius) { flag = false; break; } } if (flag) { this->location_list.push_back(location); this->radius_list.push_back(radius); cout << this->location_list.size() << endl; } } while (this->location_list.size() < 20) { auto location = glm::vec2(ofRandom(100, ofGetWidth() - 100), ofRandom(100, ofGetHeight() - 100)); auto radius = ofRandom(30, 60); auto flag = true; for (int i = 0; i < this->location_list.size(); i++) { if (glm::distance(location, this->location_list[i]) < this->radius_list[i] + radius) { flag = false; break; } } if (flag) { this->location_list.push_back(location); this->radius_list.push_back(radius * 1.2); cout << this->location_list.size() << endl; } } while (this->location_list.size() < 36) { auto location = glm::vec2(ofRandom(100, ofGetWidth() - 100), ofRandom(100, ofGetHeight() - 100)); auto radius = ofRandom(10, 20); auto flag = true; for (int i = 0; i < this->location_list.size(); i++) { if (glm::distance(location, this->location_list[i]) < this->radius_list[i] + radius) { flag = false; break; } } if (flag) { this->location_list.push_back(location); this->radius_list.push_back(radius * 1.2); cout << this->location_list.size() << endl; } } } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { ofColor color; vector<ofColor> color_list; vector<int> hex_list = { 0xef476f, 0xffd166, 0x06d6a0, 0x118ab2, 0x073b4c }; for (auto hex : hex_list) { color.setHex(hex); color_list.push_back(color); } auto head_size = 4; for (int m = 0; m < this->location_list.size(); m++) { ofPushMatrix(); ofTranslate(this->location_list[m]); for (int k = 0; k < 5; k++) { ofColor color = color_list[(int)ofRandom(color_list.size())]; ofMesh mesh; vector<glm::vec3> right, left, frame; auto noise_seed_deg = ofRandom(1000); auto noise_seed_radius = ofRandom(1000); glm::vec3 last_location; float last_theta; for (int i = 0; i < 15; i++) { auto noise_deg = ofMap(ofNoise(noise_seed_deg, (ofGetFrameNum() + i) * 0.001), 0, 1, -360, 360); auto noise_radius = ofMap(ofNoise(noise_seed_radius, (ofGetFrameNum() + i) * 0.01), 0, 1, this->radius_list[m] * -0.98, this->radius_list[m] * 0.98); auto next_noise_deg = ofMap(ofNoise(noise_seed_deg, (ofGetFrameNum() + i + 1) * 0.001), 0, 1, -360, 360); auto next_noise_radius = ofMap(ofNoise(noise_seed_radius, (ofGetFrameNum() + i + 1) * 0.01), 0, 1, this->radius_list[m] * -0.98, this->radius_list[m] * 0.98); auto location = glm::vec3(noise_radius * cos(noise_deg * DEG_TO_RAD), noise_radius * sin(noise_deg * DEG_TO_RAD), 0); auto next = glm::vec3(next_noise_radius * cos(next_noise_deg * DEG_TO_RAD), next_noise_radius * sin(next_noise_deg * DEG_TO_RAD), 0); auto direction = next - location; auto theta = atan2(direction.y, direction.x); right.push_back(location + glm::vec3(ofMap(i, 0, 25, 0, head_size) * cos(theta + PI * 0.5), ofMap(i, 0, 25, 0, head_size) * sin(theta + PI * 0.5), 0)); left.push_back(location + glm::vec3(ofMap(i, 0, 25, 0, head_size) * cos(theta - PI * 0.5), ofMap(i, 0, 25, 0, head_size) * sin(theta - PI * 0.5), 0)); last_location = location; last_theta = theta; } for (int i = 0; i < right.size(); i++) { mesh.addVertex(left[i]); mesh.addVertex(right[i]); } for (int i = 0; i < mesh.getNumVertices() - 2; i += 2) { mesh.addIndex(i + 0); mesh.addIndex(i + 1); mesh.addIndex(i + 3); mesh.addIndex(i + 0); mesh.addIndex(i + 2); mesh.addIndex(i + 3); } mesh.addVertex(last_location); int index = mesh.getNumVertices(); for (auto theta = last_theta - PI * 0.5; theta <= last_theta + PI * 0.5; theta += PI / 20) { mesh.addVertex(last_location + glm::vec3(head_size * 0.5 * cos(theta), head_size * 0.5 * sin(theta), 0)); frame.push_back(last_location + glm::vec3(head_size * 0.5 * cos(theta), head_size * 0.5 * sin(theta), 0)); } for (int i = index; i < mesh.getNumVertices() - 1; i++) { mesh.addIndex(index); mesh.addIndex(i + 0); mesh.addIndex(i + 1); } for (int deg = 0; deg < 360; deg += 30) { ofRotate(30); ofSetColor(color); mesh.draw(); } } ofPopMatrix(); } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |