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近いと線を引く。
Draw a line if it’s close.
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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) {}; glm::vec3 make_point(float R, float r, float u, float v); ofEasyCam cam; ofMesh mesh; vector<float> noise_seed_list; vector<float> noise_param_list; vector<ofColor> color_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openframeworks"); ofBackground(0); ofEnableBlendMode(ofBlendMode::OF_BLENDMODE_ADD); this->mesh.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); ofColor color; for (int i = 0; i < 16; i++) { this->noise_seed_list.push_back(ofRandom(1000)); this->noise_param_list.push_back(0); color.setHsb(ofMap(i, 0, 16, 0, 255), 255, 255); this->color_list.push_back(color); } } //-------------------------------------------------------------- void ofApp::update() { this->mesh.clear(); int radius = 320; int span = 28; for (int i = 0; i < this->noise_seed_list.size(); i++) { for (int deg = 0; deg < 360; deg += 2) { auto noise_location = glm::vec2(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD)); auto noise_deg = ofMap(ofNoise(this->noise_seed_list[i], noise_location.x * 0.0025, noise_location.y * 0.0025, this->noise_param_list[i]), 0, 1, -180, 180); auto loc = this->make_point(radius, radius * 0.3, noise_deg, deg); loc.z = 0; this->mesh.addVertex(loc); this->mesh.addColor(ofColor(this->color_list[i], 0)); } this->noise_param_list[i] += 0.008; } for (int i = 0; i < this->mesh.getNumVertices(); i++) { for (int k = i + 1; k < this->mesh.getNumVertices(); k++) { auto distance = glm::distance(this->mesh.getVertex(i), this->mesh.getVertex(k)); if (distance < span) { auto alpha = distance < span * 0.25 ? 255 : ofMap(distance, span * 0.25, span, 255, 0); if (this->mesh.getColor(i).a < alpha) { this->mesh.setColor(i, ofColor(this->mesh.getColor(i), alpha)); } if (this->mesh.getColor(k).a < alpha) { this->mesh.setColor(k, ofColor(this->mesh.getColor(k), alpha)); } this->mesh.addIndex(i); this->mesh.addIndex(k); } } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); this->mesh.drawWireframe(); for (int i = 0; i < this->mesh.getNumVertices(); i++) { ofSetColor(this->mesh.getColor(i)); ofDrawSphere(this->mesh.getVertex(i), 1.85); } this->cam.end(); } //-------------------------------------------------------------- glm::vec3 ofApp::make_point(float R, float r, float u, float v) { // 数学デッサン教室 描いて楽しむ数学たち P.31 u *= DEG_TO_RAD; v *= DEG_TO_RAD; auto x = (R + r * cos(u)) * cos(v); auto y = (R + r * cos(u)) * sin(v); auto z = r * sin(u); return glm::vec3(x, y, z); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |