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図形による埋め立て
Landfill by shapes.
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#pragma once #include "ofMain.h" #include "MyShapes.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<unique_ptr<My::Shape>> shapes; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetColor(39); ofSetRectMode(ofRectMode::OF_RECTMODE_CENTER); while (this->shapes.size() < 800) { auto location = glm::vec2(ofRandom(100, ofGetWidth() - 100), ofRandom(100, ofGetHeight() - 100)); auto radius = ofRandom(5, 25); auto flag = true; for(auto& shape : this->shapes){ if (glm::distance(location, glm::vec2(shape->location)) < shape->radius + radius) { flag = false; break; } } if (flag) { unique_ptr<My::Shape> shape; int r = ofRandom(2); switch (r) { case 0: shape = make_unique<My::Circle>(location, radius); break; case 1: shape = make_unique<My::Rectangle>(location, radius); break; } if (shape) { this->shapes.push_back(move(shape)); } } } } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { for (auto& shape : this->shapes) { shape->draw(); } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |
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#pragma once #pragma once #include "ofMain.h" namespace My { class Shape { public: Shape(glm::vec2 location, float radius); ~Shape() {}; virtual void draw() = 0; glm::vec2 location; float radius; bool fill; }; class Circle : public Shape { public: Circle(glm::vec2 location, float radius); void draw() override; private: int deg; }; class Rectangle : public Shape { public: Rectangle(glm::vec2 location, float radius); void draw() override; private: float len; float speed; int direction; }; } |
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#include "MyShapes.h" // Shape My::Shape::Shape(glm::vec2 location, float radius) { this->location = location; this->radius = radius; this->fill = ofRandom(1) < 0.5 ? true : false; } // Circle My::Circle::Circle(glm::vec2 location, float radius) : Shape(location, radius) { this->deg = ofRandom(360); } void My::Circle::draw() { ofPushMatrix(); ofTranslate(this->location); ofRotate(this->deg); this->fill ? ofFill() : ofNoFill(); ofSetColor(39); ofDrawCircle(glm::vec2(), this->radius); float tmp_radius = ofNoise(this->location.x * 0.005, this->location.y * 0.005, ofGetFrameNum() * 0.005) * this->radius; this->fill ? ofSetColor(239) : ofFill(); ofBeginShape(); for (int deg = 0; deg < 360; deg += 36) { if (deg % 72 == 0) { ofVertex(tmp_radius * cos(deg * DEG_TO_RAD), tmp_radius * sin(deg * DEG_TO_RAD)); } else { ofVertex(tmp_radius * 0.5 * cos(deg * DEG_TO_RAD), tmp_radius * 0.5 * sin(deg * DEG_TO_RAD)); } } ofEndShape(true); ofPopMatrix(); } // Rectangle My::Rectangle::Rectangle(glm::vec2 location, float radius) : Shape(location, radius) { this->len = radius * sqrt(2); this->speed = ofRandom(0.5, 3); this->direction = ofRandom(1) < 0.5 ? -1 : 1; } void My::Rectangle::draw() { ofPushMatrix(); ofTranslate(this->location); ofRotate(ofGetFrameNum() * this->speed * this->direction); this->fill ? ofFill() : ofNoFill(); ofSetColor(39); ofDrawRectangle(glm::vec2(), this->len, this->len); ofPopMatrix(); } |
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