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円を回転させる。
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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) {}; float random_seed; vector<glm::vec2> location_list; vector<float> radus_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openframeworks"); ofBackground(0); ofSetColor(255); ofNoFill(); ofSetCircleResolution(72); this->random_seed = ofRandom(1000); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(this->random_seed); } //-------------------------------------------------------------- void ofApp::draw() { ofPushMatrix(); ofTranslate(ofGetWindowSize() * 0.5); vector<ofColor> color_palette; color_palette.push_back(ofColor(255, 0, 0)); color_palette.push_back(ofColor(0, 255, 0)); color_palette.push_back(ofColor(0, 0, 255)); color_palette.push_back(ofColor(255, 255, 0)); color_palette.push_back(ofColor(255, 0, 255)); color_palette.push_back(ofColor(0, 255, 255)); auto number_of_sphere = 150; vector<glm::vec2> location_list; vector<float> radius_list; while (location_list.size() < number_of_sphere) { auto location = glm::vec2(ofRandom(-300, 300), ofRandom(-300, 300)); auto radius = ofRandom(8, 70); bool flag = true; for (int i = 0; i < location_list.size(); i++) { if (glm::distance(location, location_list[i]) < (radius + radius_list[i])) { flag = false; break; } } if (flag) { location_list.push_back(location); radius_list.push_back(radius); } } int count = 0; while (true) { auto all = true; for (int i = 0; i < location_list.size(); i++) { auto flag = true; for (int k = 0; k < location_list.size(); k++) { if (i == k) { continue; } if (glm::distance(location_list[i], location_list[k]) < (radius_list[i] + radius_list[k])) { flag = false; } } if (flag) { radius_list[i] += 1; all = false; break; } } if (all) { break; } count++; } for (int i = 0; i < location_list.size(); i++) { ofPushMatrix(); ofTranslate(location_list[i]); auto noise_seed = glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000)); for (int radius = 8; radius <= radius_list[i]; radius += 4) { auto noise_param = glm::vec3( ofNoise(noise_seed.x, ofGetFrameNum() * 0.0025 + radius * 0.0003), ofNoise(noise_seed.y, ofGetFrameNum() * 0.0025 + radius * 0.0003), ofNoise(noise_seed.z, ofGetFrameNum() * 0.0025 + radius * 0.0003)); ofRotateZ(noise_param.z < 0.45 ? ofMap(noise_param.z, 0, 0.45, -360, 0) : noise_param.z > 0.65 ? ofMap(noise_param.z, 0.65, 1, 0, 360) : 0); ofRotateY(noise_param.y < 0.45 ? ofMap(noise_param.y, 0, 0.45, -360, 0) : noise_param.y > 0.65 ? ofMap(noise_param.y, 0.65, 1, 0, 360) : 0); ofRotateX(noise_param.x < 0.45 ? ofMap(noise_param.x, 0, 0.45, -360, 0) : noise_param.x > 0.65 ? ofMap(noise_param.x, 0.65, 1, 0, 360) : 0); ofDrawCircle(glm::vec2(), radius); } ofPopMatrix(); } ofPopMatrix(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |