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数字を敷き詰めて、ランダムウォークとの距離で表示・非表示を切り替える。
Lay out the numbers and show or hide them based on the distance from the random walk.
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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) {}; void draw_digital(glm::vec2 location, int number_index); void draw_hexagon(glm::vec2 location, float deg); vector<pair<glm::vec2, int>> number_list; float hexagon_height; float hexagon_width; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(0); ofSetColor(39); this->hexagon_height = 8; this->hexagon_width = 4; for (float x = this->hexagon_width * 9; x <= ofGetWidth() - this->hexagon_width * 9; x += this->hexagon_height * 1.5) { for (float y = this->hexagon_height * 3; y <= ofGetHeight() - this->hexagon_height * 3; y += this->hexagon_height * 3) { this->number_list.push_back(make_pair(glm::vec2(x, y), 0)); } } } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); for (auto& number : this->number_list) { number.second = number.second > 0 ? number.second - 0.01 : 0; } for (int i = 0; i < 1; i++) { int deg_start = ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.005), 0, 1, -360, 360); int radius = ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.01), 0, 1, -350, 350); for (int deg = deg_start; deg < deg_start + 360; deg += 60) { auto noise_location = glm::vec2(radius * cos(deg * DEG_TO_RAD) + ofGetWidth() * 0.5, radius * sin(deg * DEG_TO_RAD) + ofGetHeight() * 0.5); for (auto& number : this->number_list) { if (glm::distance(noise_location, number.first) < 15) { number.second = number.second < 100 ? number.second + 8 : 100; } } } } } //-------------------------------------------------------------- void ofApp::draw() { for (auto& number : this->number_list) { if (number.second > 0) { int number_index = ofMap(ofNoise(glm::vec3(number.first * 0.05, ofGetFrameNum() * 0.03)), 0, 1, 0, 10); this->draw_digital(number.first, number_index); } } } //-------------------------------------------------------------- void ofApp::draw_digital(glm::vec2 location, int number_index) { vector<pair<glm::vec2, float>> part_list = { make_pair<glm::vec2, float>(location + glm::vec2(0, -this->hexagon_height), 90), make_pair<glm::vec2, float>(location + glm::vec2(this->hexagon_height * -0.5, this->hexagon_height * 0.5), 0), make_pair<glm::vec2, float>(location + glm::vec2(this->hexagon_height * 0.5, this->hexagon_height * 0.5), 0), make_pair<glm::vec2, float>(location + glm::vec2(0, 0), 90), make_pair<glm::vec2, float>(location + glm::vec2(this->hexagon_height * -0.5, this->hexagon_height * -0.5), 0), make_pair<glm::vec2, float>(location + glm::vec2(this->hexagon_height * 0.5, this->hexagon_height * -0.5), 0), make_pair<glm::vec2, float>(location + glm::vec2(0, this->hexagon_height), 90) }; vector<vector<int>> index_list = { { 0, 1, 2, 4, 5, 6 }, { 2, 5 }, { 0, 1, 3, 5, 6 }, { 0, 2, 3, 5, 6 }, { 2, 3, 4, 5 }, { 0, 2, 3, 4, 6 }, { 0, 1, 2, 3, 4, 6 }, { 0, 2, 5 }, { 0, 1, 2, 3, 4, 5, 6 }, { 0, 2, 3, 4, 5, 6 }, }; for (auto& index : index_list[number_index]) { this->draw_hexagon(part_list[index].first, part_list[index].second); } } //-------------------------------------------------------------- void ofApp::draw_hexagon(glm::vec2 location, float deg) { ofPushMatrix(); ofTranslate(location); ofRotate(deg); vector<glm::vec2> vertices; vertices.push_back(glm::vec2(this->hexagon_width * -0.4, this->hexagon_height * -0.4)); vertices.push_back(glm::vec2(this->hexagon_width * -0.4, this->hexagon_height * 0.4)); vertices.push_back(glm::vec2(0, this->hexagon_height * 0.5)); vertices.push_back(glm::vec2(this->hexagon_width * 0.4, this->hexagon_height * 0.4)); vertices.push_back(glm::vec2(this->hexagon_width * 0.4, this->hexagon_height * -0.4)); vertices.push_back(glm::vec2(0, this->hexagon_height * -0.5)); ofFill(); ofSetColor(239); ofBeginShape(); ofVertices(vertices); ofEndShape(true); ofNoFill(); ofSetColor(39); ofBeginShape(); ofVertices(vertices); ofEndShape(true); ofPopMatrix(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |