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輪っかで関係性を可視化。
Ring relationship.
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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) {}; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetColor(39); ofSetLineWidth(1); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { auto radius = 30; auto len = 5; auto span = 120; auto threshold = 120; vector<glm::vec2> locations; for (auto x = span * 0.5; x < ofGetWidth(); x += span) { for (auto y = span * 0.5; y < ofGetHeight(); y += span) { auto location = glm::vec2( x + ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.005), 0, 1, -span * 0.5 + radius, span * 0.5 - radius), y + ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.005), 0, 1, -span * 0.5 + radius, span * 0.5 - radius)); locations.push_back(location); } } for (auto location : locations) { vector<glm::vec2> vertices_1, vertices_2; for (auto deg = 0; deg < 360; deg++) { vertices_1.push_back(glm::vec2(location.x + radius * cos(deg * DEG_TO_RAD), location.y + radius * sin(deg * DEG_TO_RAD))); vertices_2.push_back(glm::vec2(location.x + (radius - len) * cos(deg * DEG_TO_RAD), location.y + (radius - len) * sin(deg * DEG_TO_RAD))); } ofNoFill(); ofBeginShape(); ofVertices(vertices_1); ofEndShape(true); ofBeginShape(); ofVertices(vertices_2); ofEndShape(true); for (auto other : locations) { if (location == other) { continue; } auto distance = glm::distance(location, other); if (distance < threshold) { auto direction_rad = std::atan2(other.y - location.y, other.x - location.x); auto direction = direction_rad * RAD_TO_DEG; auto width = ofMap(distance, 0, threshold, 360, 0); vector<glm::vec2> in, out; for (auto deg = direction - width * 0.5; deg <= direction + width * 0.5; deg++) { in.push_back(glm::vec2(location.x + (radius - len) *cos(deg * DEG_TO_RAD), location.y + (radius - len) * sin(deg * DEG_TO_RAD))); out.push_back(glm::vec2(location.x + radius * cos(deg * DEG_TO_RAD), location.y + radius * sin(deg * DEG_TO_RAD))); } reverse(out.begin(), out.end()); ofFill(); ofBeginShape(); ofVertices(in); ofVertices(out); ofEndShape(); ofDrawLine(location + glm::vec2(radius * cos(direction * DEG_TO_RAD), radius * sin(direction * DEG_TO_RAD)), other + glm::vec2(radius * cos((180 + direction) * DEG_TO_RAD), radius * sin((180 + direction) * DEG_TO_RAD))); } } } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |