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円から生える矢印。
An arrow growing out of a circle.
[ 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 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) {}; void draw_arrow(glm::vec2 location, glm::vec2 target, float size, ofColor color); float noise_param; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(0); ofSetLineWidth(2); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); if (ofGetFrameNum() % 60 < 35) { this->noise_param += ofMap(ofGetFrameNum() % 60, 0, 35, 0.14, 0); } } //-------------------------------------------------------------- void ofApp::draw() { float radius = 80; for (int x = radius * 1.5; x <= ofGetWidth() - radius; x += radius * 3) { for (int y = radius * 1.5; y <= ofGetWidth() - radius; y += radius * 3) { ofPushMatrix(); ofTranslate(x, y); for (int deg = 0; deg < 360; deg += 30) { auto base_location = glm::vec2(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD)); auto noise_value = ofNoise(glm::vec3(base_location * 0.010, this->noise_param) + glm::vec3(x, y, 0)); auto noise_radius = radius * ofMap(noise_value, 0, 1, 0.15, 1.5);// (noise_value + 1.5); this->draw_arrow(base_location, glm::vec2(noise_radius * cos(deg * DEG_TO_RAD), noise_radius * sin(deg * DEG_TO_RAD)), 18, ofColor(255)); } ofPopMatrix(); } } } //-------------------------------------------------------------- void ofApp::draw_arrow(glm::vec2 location, glm::vec2 target, float size, ofColor color) { auto angle = std::atan2(target.y - location.y, target.x - location.x); auto distance = glm::distance(target, location); if (glm::length(distance) > size * 0.1) { ofPushMatrix(); ofTranslate(target); ofSetColor(color); ofFill(); ofBeginShape(); ofVertex(glm::vec2(size * cos(angle), size * sin(angle))); ofVertex(glm::vec2(size * 0.5 * cos(angle + PI * 0.5), size * 0.5 * sin(angle + PI * 0.5))); ofVertex(glm::vec2(size * 0.5 * cos(angle - PI * 0.5), size * 0.5 * sin(angle - PI * 0.5))); ofEndShape(); ofBeginShape(); ofVertex(glm::vec2(size * 0.5 * cos(angle + PI * 0.5), size * 0.5 * sin(angle + PI * 0.5)) * 0.5); ofVertex(glm::vec2(size * 0.5 * cos(angle + PI * 0.5), size * 0.5 * sin(angle + PI * 0.5)) * 0.5 - glm::vec2(distance * cos(angle), distance * sin(angle))); ofVertex(glm::vec2(size * 0.5 * cos(angle - PI * 0.5), size * 0.5 * sin(angle - PI * 0.5)) * 0.5 - glm::vec2(distance * cos(angle), distance * sin(angle))); ofVertex(glm::vec2(size * 0.5 * cos(angle - PI * 0.5), size * 0.5 * sin(angle - PI * 0.5)) * 0.5); ofEndShape(); ofPopMatrix(); } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |