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ランダム・ヘキサゴン・ウォーカー。
Random hexagon walker.
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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 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) {}; float radius; vector<vector<glm::vec2>> hexagon_list; vector<ofColor> base_color_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openframeworks"); ofBackground(239); ofEnableBlendMode(ofBlendMode::OF_BLENDMODE_MULTIPLY); this->radius = 15; vector<glm::vec2> start_location_list; auto x_span = this->radius * sqrt(3); auto flg = true; for (float y = 0; y < ofGetHeight() + this->radius; y += this->radius * 1.5) { for (float x = 0; x < ofGetWidth() + this->radius; x += x_span) { glm::vec2 location; if (flg) { location = glm::vec2(x, y); } else { location = glm::vec2(x + (this->radius * sqrt(3) / 2), y); } start_location_list.push_back(location); } flg = !flg; } for (int i = 0; i < 20; i++) { int r = ofRandom(start_location_list.size()); auto log_list = vector<glm::vec2>(); log_list.push_back(start_location_list[r]); this->hexagon_list.push_back(log_list); } ofColor color; vector<int> hex_list = { 0xee6352, 0x59cd90, 0x3fa7d6, 0xfac05e, 0xf79d84 }; for (auto hex : hex_list) { color.setHex(hex); this->base_color_list.push_back(color); } } //-------------------------------------------------------------- void ofApp::update() { auto span = this->radius * sqrt(3); for (auto& log_list : this->hexagon_list) { int r = ofRandom(6); int deg_start = r * 60; for (int deg = deg_start; deg < deg_start + 360; deg += 60) { auto tmp_location = log_list.back() + glm::vec2(span * cos(deg * DEG_TO_RAD), span * sin(deg * DEG_TO_RAD)); if (tmp_location.x < 0 || tmp_location.x > ofGetWidth() + this->radius || tmp_location.y < 0 || tmp_location.y > ofGetHeight() + this->radius) { continue; } log_list.push_back(tmp_location); break; } while (log_list.size() > 20) { log_list.erase(log_list.begin()); } } } //-------------------------------------------------------------- void ofApp::draw() { int color_index = 0; for (auto& log_list : this->hexagon_list) { for (int i = 0; i < log_list.size(); i++) { vector<glm::vec2> vertices; for (auto deg = 90; deg < 450; deg += 60) { vertices.push_back(log_list[i] + glm::vec2(this->radius * cos(deg * DEG_TO_RAD), this->radius * sin(deg * DEG_TO_RAD))); } ofFill(); ofSetColor(this->base_color_list[color_index % this->base_color_list.size()]); ofBeginShape(); ofVertices(vertices); ofEndShape(true); ofNoFill(); ofSetColor(239); ofBeginShape(); ofVertices(vertices); ofEndShape(true); } color_index++; } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |