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円の上の円。
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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) {}; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(0); ofSetColor(255); } //-------------------------------------------------------------- void ofApp::update() { } //-------------------------------------------------------------- void ofApp::draw() { ofTranslate(ofGetWindowSize() * 0.5); int radius = 230; int deg_span = 6; int mini_radius = 0; for (int radius = 60; radius <= 300; ) { ofFill(); int mini_radius = (radius * 2 * PI) / 360 * deg_span; for (int deg = 0; deg < 360; deg += deg_span) { auto base_location = glm::vec2(cos(deg * DEG_TO_RAD) * 100, sin(deg * DEG_TO_RAD) * 100); auto noise_value = ofNoise(glm::vec3(base_location * 0.005, ofGetFrameNum() * 0.0075)); auto noise_radius = ofMap(noise_value, 0, 1, radius * 0.75, radius * 1.25); ofDrawCircle(noise_radius * cos(deg * DEG_TO_RAD), noise_radius * sin(deg * DEG_TO_RAD), mini_radius * 0.4); } ofNoFill(); ofBeginShape(); for (int deg = 0; deg < 360; deg += 1) { auto base_location = glm::vec2(cos(deg * DEG_TO_RAD) * 100, sin(deg * DEG_TO_RAD) * 100); auto noise_value = ofNoise(glm::vec3(base_location * 0.005, ofGetFrameNum() * 0.0075)); auto noise_radius = ofMap(noise_value, 0, 1, radius * 0.75, radius * 1.25); ofVertex(glm::vec2((noise_radius + mini_radius * 1) * cos(deg * DEG_TO_RAD), (noise_radius + mini_radius * 1) * sin(deg * DEG_TO_RAD))); } ofEndShape(true); ofBeginShape(); for (int deg = 0; deg < 360; deg += 1) { auto base_location = glm::vec2(cos(deg * DEG_TO_RAD) * 100, sin(deg * DEG_TO_RAD) * 100); auto noise_value = ofNoise(glm::vec3(base_location * 0.005, ofGetFrameNum() * 0.0075)); auto noise_radius = ofMap(noise_value, 0, 1, radius * 0.75, radius * 1.25); ofVertex(glm::vec2((noise_radius - mini_radius * 1) * cos(deg * DEG_TO_RAD), (noise_radius - mini_radius * 1) * sin(deg * DEG_TO_RAD))); } ofEndShape(true); radius += mini_radius * 2; } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |