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Processing Advent Calendar 2018の記事を再度、参照。
Once again, I referred to the Processing Advent Calendar 2018 article.
IFSを使ってフラクタルを書く
https://qiita.com/EKey2210/items/d13dcec6ac650b5cb0c5
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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) {}; void set_three(glm::vec3 location, int number_of_loop, float scale); ofEasyCam cam; ofMesh mesh; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(0); ofSetColor(255); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->mesh.clear(); for (float x = -0.25; x <= 0.25; x += 0.25) { for (float y = -0.33; y <= 0.33; y += 0.33) { this->set_three(glm::vec3(x * ofGetWidth(), y * ofGetHeight(), 0), 7000, 23); } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); this->mesh.drawVertices(); this->cam.end(); } //-------------------------------------------------------------- void ofApp::set_three(glm::vec3 location, int number_of_loop, float scale) { glm::vec3 point, prev_point; for (int i = 0; i < number_of_loop; i++) { float p = ofRandom(100); if (p < 1) { point.x = 0 * prev_point.x + 0 * prev_point.y + 0; point.y = 0 * prev_point.x + 0.16 * prev_point.y + 0; } else if (p < 8) { point.x = 0.2 * prev_point.x + -0.26 * prev_point.y + 0.0; point.y = 0.23 * prev_point.x + 0.22 * prev_point.y + 1.6; } else if (p < 15) { point.x = -0.15 * prev_point.x + 0.28 * prev_point.y + 0.0; point.y = 0.26 * prev_point.x + 0.24 * prev_point.y + 0.44; } else { point.x = 0.85 * prev_point.x + 0.04 * prev_point.y + 0.0; point.y = -0.04 * prev_point.x + 0.85 * prev_point.y + 1.5; } auto noise_value = ofNoise(glm::vec2((location.x + point.x) * 0.01, (location.y + point.y) * 0.1 + ofGetFrameNum() * 0.0035)); if (noise_value < 0.35) { noise_value = 0; } else if(noise_value < 0.75) { noise_value = ofMap(noise_value, 0.35, 0.75, 0, 1); } else { noise_value = 1; } auto rotation_x = glm::rotate(glm::mat4(), ofMap(noise_value, 0, 1, -360, 360) * (float)DEG_TO_RAD, glm::vec3(0, 1, 0)); auto vertex = glm::vec4(point, 0) * rotation_x; this->mesh.addVertex(location + vertex * scale); prev_point = point; } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |