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見えない円の交点をつなげる。
Connect the intersections of invisible circles.
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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) {}; float radius; vector<pair<glm::vec2, glm::vec2>> particle_list; bool calculate_angle(glm::vec2 location_1, float radius_1, glm::vec2 location_2, float radius_2, double& theta, double& a); }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofSetColor(39); ofSetLineWidth(2); this->radius = 50; for (auto i = 0; i < 50; i++) { auto location = glm::vec2(ofRandom(ofGetWidth()), ofRandom(ofGetHeight())); auto direction = glm::vec2(ofRandom(-1.2, 1.2), ofRandom(-1, -3)); auto particle = make_pair(location, direction); this->particle_list.push_back(particle); } } //-------------------------------------------------------------- void ofApp::update() { for (auto& particle : this->particle_list) { particle.first += particle.second; if (particle.first.y < -this->radius) { particle.first = glm::vec2(ofRandom(ofGetWidth()), ofGetHeight() + this->radius); particle.second = glm::vec2(ofRandom(-1.2, 1.2), ofRandom(-1, -3)); } } } //-------------------------------------------------------------- void ofApp::draw() { for (auto& particle : this->particle_list) { /* ofSetColor(39, 32); ofDrawCircle(particle.first, this->radius); */ vector<glm::vec2> vertices; for (auto& other : this->particle_list) { if (particle == other) { continue; } double theta, a; if (this->calculate_angle(particle.first, this->radius, other.first, this->radius, theta, a)) { vertices.push_back(particle.first + glm::vec2(this->radius * cos(theta + a), this->radius * sin(theta + a))); vertices.push_back(particle.first + glm::vec2(this->radius * cos(theta - a), this->radius * sin(theta - a))); } } ofNoFill(); ofSetColor(39); ofBeginShape(); ofVertices(vertices); ofEndShape(true); ofFill(); for (auto& vertex : vertices) { ofDrawCircle(vertex, 4); } } } //-------------------------------------------------------------- bool ofApp::calculate_angle(glm::vec2 location_1, float radius_1, glm::vec2 location_2, float radius_2, double& theta, double& a) { auto distance = glm::distance(location_1, location_2); if (distance > radius_1 + radius_2 || distance < radius_1 - radius_2) { return false; } theta = atan2(location_2.y - location_1.y, location_2.x - location_1.x); auto cos_a = (pow(distance, 2) + pow(radius_1, 2) - pow(radius_2, 2)) / (2 * distance * radius_1); a = acos(cos_a); return true; } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |