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円同士が近づくと線を描きます。また、2つの円の角度を算出して欠けた円を描写します。
Draw line when circles approach each other. And, calculate the angle of two circles and draw the missing circle.
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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) {}; vector<glm::vec2> locations; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetColor(39); ofSetLineWidth(3); ofSetCircleResolution(36); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->locations.clear(); for (int i = 0; i < 39; i++) { glm::vec2 location = glm::vec2(ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.001), 0, 1, 0, ofGetWidth()), ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.001), 0, 1, 0, ofGetHeight())); this->locations.push_back(location); } } //-------------------------------------------------------------- void ofApp::draw() { float radius = 20; for (int i = 0; i < this->locations.size(); i++) { ofNoFill(); ofDrawCircle(this->locations[i], radius); vector<glm::vec2> near_locations; for (int j = 0; j < this->locations.size(); j++) { if (i == j) { continue; } glm::vec2 distance = this->locations[i] - this->locations[j]; float distance_lenght = glm::length(distance); if (distance_lenght < 80) { near_locations.push_back(this->locations[j]); } } if (near_locations.size() > 0) { int span = PI / near_locations.size(); for (int j = 0; j < near_locations.size(); j++) { float angle = std::atan2(near_locations[j].y - this->locations[i].y, near_locations[j].x - this->locations[i].x); float near_angle = std::atan2(this->locations[i].y - near_locations[j].y, this->locations[i].x - near_locations[j].x); glm::vec2 point = this->locations[i] + glm::vec2(radius * cos(angle), radius * sin(angle)); glm::vec2 near_point = near_locations[j] + glm::vec2(radius * cos(near_angle), radius * sin(near_angle)); ofDrawLine(point, near_point); ofFill(); ofBeginShape(); for (float rad = near_angle - PI / 6; rad < near_angle + PI / 6; rad += PI / 360) { ofVertex(near_locations[j] + glm::vec2(radius * 0.8 * cos(rad), radius * 0.8 * sin(rad))); } ofVertex(near_locations[j]); ofEndShape(true); } } } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |