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近づくと線が発生するパーティクルを円に整列
Dot on circle.
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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> locations; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetColor(39); ofSetLineWidth(3); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->locations.clear(); vector<glm::vec2> centers; for (int i = 0; i < 10; i++) { centers.push_back(glm::vec2( ofMap(ofNoise(ofRandom(100), ofGetFrameNum() * 0.005), 0, 1, 0, ofGetWidth()), ofMap(ofNoise(ofRandom(100), ofGetFrameNum() * 0.005), 0, 1, 0, ofGetHeight()) )); } int radius = 80; for (auto& center : centers) { for (int deg = 0; deg < 360; deg += 30) { this->locations.push_back(center + glm::vec2(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD))); } } } //-------------------------------------------------------------- void ofApp::draw() { for (auto& location : this->locations) { ofDrawCircle(location, 5); for (auto& other : this->locations) { float distance = glm::distance(location, other); if (distance < 78) { ofDrawLine(location, other); } } } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |