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球体上のノイズウォーク。
Noise walk on sphere.
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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 windowResized(int w, int h) {}; void dragEvent(ofDragInfo dragInfo) {}; void gotMessage(ofMessage msg) {}; glm::vec3 make_point(float radius, float phi_deg, float theta_deg); ofEasyCam cam; vector<ofColor> base_color_list; float phi_seed, theta_seed; vector<pair<float, float>> deg_list; vector<vector<glm::vec3>> log_list; vector<ofColor> color_list; vector<float> life_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(0); ofEnableDepthTest(); ofEnableBlendMode(ofBlendMode::OF_BLENDMODE_ADD); ofNoFill(); this->phi_seed = ofRandom(1000); this->theta_seed = ofRandom(1000); ofColor color; vector<int> hex_list = { 0xef476f, 0xffd166, 0x06d6a0, 0x118ab2, 0x073b4c }; for (auto hex : hex_list) { color.setHex(hex); this->base_color_list.push_back(color); } } //-------------------------------------------------------------- void ofApp::update() { while (this->deg_list.size() < 1800) { auto deg_pair = make_pair(ofRandom(360), ofRandom(180)); this->deg_list.push_back(deg_pair); vector<glm::vec3> log; this->log_list.push_back(log); this->color_list.push_back(this->base_color_list[(int)ofRandom(this->base_color_list.size())]); this->life_list.push_back(ofRandom(60, 120)); } for (int i = this->deg_list.size() - 1; i >= 0; i--) { this->life_list[i] -= 1; if (this->life_list[i] < 0) { this->deg_list.erase(this->deg_list.begin() + i); this->log_list.erase(this->log_list.begin() + i); this->color_list.erase(this->color_list.begin() + i); this->life_list.erase(this->life_list.begin() + i); continue; } auto location = this->make_point(300, this->deg_list[i].first, this->deg_list[i].second); auto phi_param = ofMap(ofNoise(glm::vec4(location * 0.005, this->phi_seed + ofGetFrameNum() * 0.005)), 0, 1, -5, 5); auto theta_param = ofMap(ofNoise(glm::vec4(location * 0.005, this->theta_seed + ofGetFrameNum() * 0.005)), 0, 1, -5, 5); this->deg_list[i].first += phi_param; this->deg_list[i].second += theta_param; this->log_list[i].push_back(this->make_point(300, this->deg_list[i].first, this->deg_list[i].second)); while (this->log_list[i].size() > 150) { this->log_list[i].erase(this->log_list[i].begin()); } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateX(90); ofRotateZ(ofGetFrameNum() * 0.25); for (int i = 0; i < this->deg_list.size(); i++) { ofSetColor(this->color_list[i]); if (this->life_list[i] > 60) { ofSetLineWidth(2.5); } else { ofSetLineWidth(ofMap(this->life_list[i], 0, 60, 0, 2.5)); } ofBeginShape(); ofVertices(this->log_list[i]); ofEndShape(); } this->cam.end(); } //-------------------------------------------------------------- glm::vec3 ofApp::make_point(float radius, float phi_deg, float theta_deg) { return glm::vec3( radius * sin(theta_deg * DEG_TO_RAD) * cos(phi_deg * DEG_TO_RAD), radius * sin(theta_deg * DEG_TO_RAD) * sin(phi_deg * DEG_TO_RAD), radius * cos(theta_deg * DEG_TO_RAD)); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |