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放射状に。
Radiate.
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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) {}; ofMesh mesh; glm::vec2 base_seed; vector<glm::vec2> location_list; vector<glm::vec2> velocity_list; vector<ofColor> color_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openframeworks"); ofBackground(0); ofSetCircleResolution(60); ofEnableBlendMode(ofBlendMode::OF_BLENDMODE_ADD); this->mesh.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); this->base_seed = glm::vec2(ofRandom(1000), ofRandom(1000)); } //-------------------------------------------------------------- void ofApp::update() { this->mesh.clear(); int span = 20; int radius = 90; ofColor color; for (int i = 0; i < 15; i++) { for (int k = 0; k < 4; k++) { auto location = glm::vec2(radius * cos(i * 24 * DEG_TO_RAD), radius * sin(i * 24 * DEG_TO_RAD)); auto next = glm::vec2((radius - 10) * cos(i * 24 * DEG_TO_RAD), (radius - 10) * sin(i * 24 * DEG_TO_RAD)); auto distance = location - next; distance *= 2; auto future = location + distance * 30; auto random_deg = ofRandom(360); future += glm::vec2(120 * cos(random_deg * DEG_TO_RAD), 120 * sin(random_deg * DEG_TO_RAD)); auto future_distance = future - location; this->location_list.push_back(location); this->velocity_list.push_back(glm::normalize(future_distance) * glm::length(distance) * ofRandom(0.25, 0.6)); color.setHsb(ofRandom(255), 255, 255); this->color_list.push_back(ofColor(color, 0)); } } for (int i = this->location_list.size() - 1; i > -1; i--) { this->location_list[i] += this->velocity_list[i]; this->velocity_list[i] *= 1.01; if (glm::distance(glm::vec2(), this->location_list[i]) > 720) { this->location_list.erase(this->location_list.begin() + i); this->velocity_list.erase(this->velocity_list.begin() + i); this->color_list.erase(this->color_list.begin() + i); } this->mesh.addVertex(glm::vec3(this->location_list[i], 0)); this->mesh.addColor(this->color_list[i]); } 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() { ofTranslate(ofGetWidth() * 0.5, ofGetHeight() * 0.5); this->mesh.drawWireframe(); ofFill(); for (int i = 0; i < this->mesh.getNumVertices(); i++) { ofSetColor(this->mesh.getColor(i)); ofDrawCircle(this->mesh.getVertex(i), 3); } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |