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角度ごとに半径を計算。Radius = BaseRadius + (1 + NoiseValue) ^ N
Calculate radius for each angle. Radius = BaseRadius + (1 + NoiseValue) ^ N
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| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 | #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) {}; 	glm::vec2 location; 	float percent; 	float noise_seed; 	float noise_scale; 	ofColor color; }; | 
| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 | #include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(60); 	ofSetWindowTitle("openFrameworks"); 	ofBackground(239); 	ofSetBackgroundAuto(false); 	ofSetColor(39); 	this->location = glm::vec2(ofRandom(ofGetWidth() * 0.2, ofGetWidth() * 0.8), ofRandom(ofGetHeight() * 0.2, ofGetHeight() * 0.8)); 	this->percent = 0.0; 	this->noise_seed = ofRandom(10000); 	this->noise_scale = ofRandom(3, 8); 	this->color.setHsb(ofRandom(255), 230, 255); } //-------------------------------------------------------------- void ofApp::update() { 	if (this->percent < 1.0) { 		this->percent += 0.15; 	} 	else { 		this->location = glm::vec2(ofRandom(ofGetWidth()), ofRandom(ofGetHeight())); 		this->percent = 0.f; 		this->noise_seed = ofRandom(10000); 		this->noise_scale = ofRandom(3, 8); 		this->color.setHsb(ofRandom(255), ofRandom(100, 255), ofRandom(200, 255)); 	} } //-------------------------------------------------------------- void ofApp::draw() { 	float base_radius = 80; 	ofPushMatrix(); 	ofTranslate(this->location); 	vector<glm::vec2> vertices; 	for (int i = 0; i < 3600; i++) { 		float deg = i * 0.1; 		auto noise_point = glm::vec2(cos(deg * DEG_TO_RAD), sin(deg * DEG_TO_RAD)); 		auto noise_value = ofNoise(this->noise_seed, noise_point.x * this->noise_scale, noise_point.y * this->noise_scale); 		float grow_radius = base_radius + pow((1 + noise_value), 7) * this->percent; 		auto point = glm::vec2(grow_radius * cos(deg * DEG_TO_RAD), grow_radius * sin(deg * DEG_TO_RAD)); 		vertices.push_back(point); 	} 	ofSetColor(this->color); 	ofBeginShape(); 	ofVertices(vertices); 	ofEndShape(); 	ofPopMatrix(); } //-------------------------------------------------------------- int main() { 	ofSetupOpenGL(720, 720, OF_WINDOW); 	ofRunApp(new ofApp()); } |