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距離が近い頂点を繋ぐ、変化量はフレーム番号で定期的に変化する。
Connect vertices that are close to each other, the amount of change is periodically changed by the frame number.
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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; 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(60); ofSetWindowTitle("openframeworks"); ofBackground(0); ofEnableBlendMode(ofBlendMode::OF_BLENDMODE_ADD); this->mesh.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); ofColor color; for (int i = 0; i < 8; i++) { this->noise_seed_list.push_back(ofRandom(1000)); this->noise_param_list.push_back(0); color.setHsb(ofMap(i, 0, 8, 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 += 3) { auto noise_location = glm::vec2(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD)); auto noise_param = ofMap(ofNoise(this->noise_seed_list[i], noise_location.x * 0.005, noise_location.y * 0.005, this->noise_param_list[i]), 0, 1, 0.35, 1); this->mesh.addVertex(glm::vec3(radius * noise_param * cos(deg * DEG_TO_RAD), radius * noise_param * sin(deg * DEG_TO_RAD), 0)); this->mesh.addColor(ofColor(this->color_list[i], 0)); } if (ofGetFrameNum() % 120 < 20) { this->noise_param_list[i] += ofMap(ofGetFrameNum() % 120, 0, 20, 0.065, 0.001); } else if (ofGetFrameNum() % 120 < 100) { this->noise_param_list[i] += 0.001; } else { this->noise_param_list[i] += ofMap(ofGetFrameNum() % 120, 100, 120, 0.001, 0.065); } } 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(); for (int i = 0; i < this->mesh.getNumVertices(); i++) { ofSetColor(this->mesh.getColor(i)); ofDrawCircle(this->mesh.getVertex(i), 1.85); } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |