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近づいたら円を描くものをノイズの線で。
Use a noise line to draw a circle when you get close.
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| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 | #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) {}; 	ofMesh mesh; 	vector<glm::vec3> circle_list; }; | 
| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 | #include "ofApp.h"	 //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(30); 	ofSetWindowTitle("openFrameworks"); 	ofBackground(0); 	ofSetLineWidth(1.5); 	ofSetCircleResolution(36); 	this->mesh.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { 	ofSeedRandom(39); 	this->mesh.clear(); 	this->circle_list.clear(); 	vector<glm::vec2> location_list; 	for (int i = 0; i < 3; i++) { 		auto noise_seed = ofRandom(1000); 		for (int x = -360; x <= 360; x += 5) { 			auto location = glm::vec2(x, ofMap(ofNoise(noise_seed, x * 0.0065, ofGetFrameNum() * 0.0065), 0, 1, -200, 200)); 			location_list.push_back(location); 			this->mesh.addVertex(glm::vec3(location, 3)); 			if (x > -360) { 				this->mesh.addIndex(this->mesh.getNumVertices() - 1); 				this->mesh.addIndex(this->mesh.getNumVertices() - 2); 			} 		} 	} 	for (int i = 0; i < location_list.size(); i++) { 		this->circle_list.push_back(glm::vec3(location_list[i], 0)); 		auto near_count = 0; 		for (int k = 0; k < location_list.size(); k++) { 			if (i == k) { continue; } 			auto distance = glm::distance(location_list[i], location_list[k]); 			if (distance < 15) { 				near_count++; 			} 		} 		this->circle_list.back().z = pow(1.5, near_count); 	} } //-------------------------------------------------------------- void ofApp::draw() { 	ofTranslate(ofGetWidth() * 0.5, ofGetHeight() * 0.5); 	ofSetColor(255); 	ofSetLineWidth(0.5); 	this->mesh.drawWireframe(); 	ofNoFill(); 	ofSetLineWidth(2); 	for (auto& circle : this->circle_list) { 		ofDrawCircle(glm::vec2(circle.x, circle.y), circle.z); 	} 	ofFill(); 	ofSetColor(0); 	for (auto& circle : this->circle_list) { 		ofDrawCircle(glm::vec2(circle.x, circle.y), circle.z); 	} } //-------------------------------------------------------------- int main() { 	ofSetupOpenGL(720, 720, OF_WINDOW); 	ofRunApp(new ofApp()); } |