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パラメータをミスったらなんか面白い感じに。
8.
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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) {}; };  | 
					
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						#include "ofApp.h"	 //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(60); 	ofSetWindowTitle("openFrameworks"); 	ofBackground(239); 	ofSetColor(39); 	ofSetLineWidth(2); 	ofNoFill(); } //-------------------------------------------------------------- void ofApp::update() { 	ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { 	ofTranslate(ofGetWidth() * 0.5, ofGetHeight() * 0.5); 	ofRotate(90); 	auto radius_min = 110; 	auto radius_max = 180; 	auto radius_span = 8; 	for (int radius = radius_min; radius < radius_max; radius += radius_span) { 		ofColor color; 		color.setHsb(ofRandom(255), 180, 255); 		auto start_deg = ofGetFrameNum() * ofRandom(3, 8) + ofRandom(720); 		auto len = ofRandom(80, 360); 		vector<glm::vec2> vertices_in, vertices_out; 		auto first = true; 		for (int deg = start_deg; deg < start_deg + len; deg += 1) { 			int position_deg = deg % 720; 			if (position_deg < 360) { 				vertices_in.push_back(glm::vec2(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD)) + glm::vec2((radius_min + radius_max) * -0.5, -30)); 				vertices_out.push_back(glm::vec2((radius + radius_span) * cos(deg * DEG_TO_RAD), (radius + radius_span) * sin(deg * DEG_TO_RAD)) + glm::vec2((radius_min + radius_max) * -0.5, 30)); 			} 			else { 				int tmp_radius = ofMap(radius, radius_min, radius_max, radius_max, radius_min); 				vertices_in.push_back(glm::vec2(-1 * tmp_radius * cos(deg * DEG_TO_RAD), tmp_radius * sin(deg * DEG_TO_RAD)) + glm::vec2((radius_min + radius_max) * 0.5, -30)); 				vertices_out.push_back(glm::vec2(-1 * (tmp_radius - radius_span) * cos(deg * DEG_TO_RAD), (tmp_radius - radius_span) * sin(deg * DEG_TO_RAD)) + glm::vec2((radius_min + radius_max) * 0.5, 30)); 			} 		} 		reverse(vertices_out.begin(), vertices_out.end()); 		ofFill(); 		ofSetColor(color); 		ofBeginShape(); 		ofVertices(vertices_in); 		ofVertices(vertices_out); 		ofEndShape(true); 		ofNoFill(); 		ofSetColor(39); 		ofBeginShape(); 		ofVertices(vertices_in); 		ofVertices(vertices_out); 		ofEndShape(true); 	} } //-------------------------------------------------------------- int main() { 	ofSetupOpenGL(720, 720, OF_WINDOW); 	ofRunApp(new ofApp()); }  |