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座標と半径を使ってお互いが被らないように隙間を埋める。
distance(my, other) < my.radisu + other.radius.
Use coordinates and radius to fill in the gaps so that they don't cover each other.
distance(my, other) < my.radisu + other.radius.
[ Source ]
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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 draw_arrow(glm::vec2 location, glm::vec2 target, float size, ofColor fill_color, ofColor no_fill_color); ofFbo fbo; ofPixels pix; vector<pair<glm::vec2, float>> arrow_list; int count; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openframeworks"); ofBackground(0); ofSetLineWidth(2); this->fbo.allocate(ofGetWidth(), ofGetHeight()); this->count = 125; } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->fbo.begin(); ofClear(0); ofSetColor(0); ofTranslate(ofGetWidth() * 0.5, ofGetHeight() * 0.5); for (int k = 0; k < 3; k++) { auto deg = ofGetFrameNum() + k * 120; auto location = glm::vec2(230 * cos(deg * DEG_TO_RAD), 230 * sin(deg * DEG_TO_RAD)); auto next = glm::vec2(230 * cos((deg + 1) * DEG_TO_RAD), 230 * sin((deg + 1) *DEG_TO_RAD)); this->draw_arrow(location, next, 200, ofColor(0), ofColor(0)); } this->fbo.end(); this->fbo.readToPixels(this->pix); } //-------------------------------------------------------------- void ofApp::draw() { this->arrow_list.clear(); while (this->arrow_list .size() < this->count) { int x = ofRandom(ofGetWidth()); int y = ofRandom(ofGetHeight()); ofColor pix_color = this->pix.getColor(x, y); if (pix_color != ofColor(0)) { continue; } ofColor color; color.setHsb(ofRandom(255), 255, 255); glm::vec2 point = glm::vec2(x, y); float radius = ofRandom(8, 18); bool flag = true; for (int i = 0; i < this->arrow_list.size(); i++) { if (glm::distance(point, this->arrow_list[i].first) < this->arrow_list[i].second + radius) { flag = false; break; } } if (flag) { this->arrow_list.push_back(make_pair(point, radius)); } } for (int arrow_index = 0; arrow_index < this->arrow_list.size(); arrow_index++) { glm::vec2 location = this->arrow_list[arrow_index].first; float radius = this->arrow_list[arrow_index].second; auto noise_angle = ofMap(ofNoise(glm::vec3(location * 0.005, ofGetFrameNum() * 0.001)), 0, 1, 0, PI); this->draw_arrow(location, location + glm::vec2(cos(noise_angle), sin(noise_angle)), radius * 1.2, ofColor(39), ofColor(255)); } ofPopMatrix(); } //-------------------------------------------------------------- void ofApp::draw_arrow(glm::vec2 location, glm::vec2 target, float size, ofColor fill_color, ofColor no_fill_color) { auto angle = std::atan2(target.y - location.y, target.x - location.x); ofSetColor(fill_color); ofFill(); ofBeginShape(); ofVertex(location + glm::vec2(size * cos(angle), size * sin(angle))); ofVertex(location + glm::vec2(size * 0.5 * cos(angle + PI * 0.5), size * 0.5 * sin(angle + PI * 0.5))); ofVertex(location + glm::vec2(size * 0.5 * cos(angle - PI * 0.5), size * 0.5 * sin(angle - PI * 0.5))); ofEndShape(); ofBeginShape(); ofVertex(location + glm::vec2(size * 0.5 * cos(angle + PI * 0.5), size * 0.5 * sin(angle + PI * 0.5)) * 0.25); ofVertex(location + glm::vec2(size * 0.5 * cos(angle + PI * 0.5), size * 0.5 * sin(angle + PI * 0.5)) * 0.25 - glm::vec2(size * cos(angle), size * sin(angle)) * 0.5); ofVertex(location + glm::vec2(size * 0.5 * cos(angle - PI * 0.5), size * 0.5 * sin(angle - PI * 0.5)) * 0.25 - glm::vec2(size * cos(angle), size * sin(angle)) * 0.5); ofVertex(location + glm::vec2(size * 0.5 * cos(angle - PI * 0.5), size * 0.5 * sin(angle - PI * 0.5)) * 0.25); ofEndShape(); ofSetColor(no_fill_color); ofNoFill(); ofBeginShape(); ofVertex(location + glm::vec2(size * 0.5 * cos(angle + PI * 0.5), size * 0.5 * sin(angle + PI * 0.5)) * 0.25); ofVertex(location + glm::vec2(size * 0.5 * cos(angle + PI * 0.5), size * 0.5 * sin(angle + PI * 0.5))); ofVertex(location + glm::vec2(size * cos(angle), size * sin(angle))); ofVertex(location + glm::vec2(size * 0.5 * cos(angle - PI * 0.5), size * 0.5 * sin(angle - PI * 0.5))); ofVertex(location + glm::vec2(size * 0.5 * cos(angle - PI * 0.5), size * 0.5 * sin(angle - PI * 0.5)) * 0.25); ofEndShape(); ofBeginShape(); ofVertex(location + glm::vec2(size * 0.5 * cos(angle - PI * 0.5), size * 0.5 * sin(angle - PI * 0.5)) * 0.25); ofVertex(location + glm::vec2(size * 0.5 * cos(angle - PI * 0.5), size * 0.5 * sin(angle - PI * 0.5)) * 0.25 - glm::vec2(size * cos(angle), size * sin(angle)) * 0.5); ofVertex(location + glm::vec2(size * 0.5 * cos(angle + PI * 0.5), size * 0.5 * sin(angle + PI * 0.5)) * 0.25 - glm::vec2(size * cos(angle), size * sin(angle)) * 0.5); ofVertex(location + glm::vec2(size * 0.5 * cos(angle + PI * 0.5), size * 0.5 * sin(angle + PI * 0.5)) * 0.25); ofEndShape(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |