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円を2分割して、陰陽(Yin Yang)をイメージしてコーディングしたら、たこ焼きイラストを生成するプログラムが出来ました
Yin Yang.
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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) {}; void draw_shape(vector<glm::vec2>& side, vector<glm::vec2>& noise); }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetColor(39); ofSetLineWidth(1.5); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { ofFill(); int span = 144; int len = 120; int radius = 60; bool flag = true; for (int location_y = span * 0.5; location_y < ofGetHeight(); location_y += span) { for (int location_x = span * 0.5; location_x < ofGetWidth(); location_x += span) { ofPushMatrix(); ofTranslate(location_x, location_y); vector<glm::vec2> top, noise, bottom; for (int deg = 0; deg <= 180; deg++) { auto point = glm::vec2(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD)); bottom.push_back(point); noise.push_back(glm::vec2(point.x, ofMap(ofNoise(location_y, (location_x + point.x) * 0.03, ofGetFrameNum() * 0.008), 0, 1, -point.y * 0.5, point.y * 0.5) + 2)); } this->draw_shape(bottom, noise); ofGetFill() ? ofNoFill() : ofFill(); for (int deg = 180; deg <= 360; deg++) { auto point = glm::vec2(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD)); top.push_back(point); noise.push_back(glm::vec2(point.x, ofMap(ofNoise(location_y, (location_x + point.x) * 0.03, ofGetFrameNum() * 0.008), 0, 1, point.y * 0.5, -point.y * 0.5) - 2)); } this->draw_shape(top, noise); ofPopMatrix(); } } } //-------------------------------------------------------------- void ofApp::draw_shape(vector<glm::vec2>& side, vector<glm::vec2>& noise) { std::reverse(noise.begin(), noise.end()); ofBeginShape(); ofVertices(side); ofVertices(noise); ofEndShape(true); side.clear(); noise.clear(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |