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基礎となる位置とパラメータで分散する位置。
Position to be distributed by underlying and parameters.
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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) {}; ofMesh mesh; vector<glm::vec3> circle_list; int number_of_base; int number_of_child; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(255); this->mesh.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); this->number_of_base = 150; this->number_of_child = 5; } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->mesh.clear(); this->circle_list.clear(); vector<glm::vec3> location_list; for (int i = 0; i < this->number_of_base; i++) { auto base_location = glm::vec2(ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.00035), 0, 1, -350, 350), ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.00035), 0, 1, -350, 350)); for (int k = 0; k < this->number_of_child; k++) { location_list.push_back(glm::vec3(base_location, k == 0 ? 5 : 3)); } } for (int i = 0; i < location_list.size(); i += this->number_of_child) { for (int k = 1; k < this->number_of_child; k++) { auto gap = glm::vec2(ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.005), 0, 1, -50, 50), ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.005), 0, 1, -50, 50)); auto noise_value = ofNoise(glm::vec4(location_list[i + k] * 0.005, ofGetFrameNum() * 0.015)); auto param = 0.f; if (noise_value > 0.65) { param = ofMap(noise_value, 0.65, 1, 0, 3); } location_list[i + k] = location_list[i + k] + gap * param; } } for (int i = 0; i < location_list.size(); i++) { this->circle_list.push_back(location_list[i]); for (int k = 0; k < location_list.size(); k++) { if (i == k) { continue; } auto distance = glm::distance(location_list[i], location_list[k]); if (distance < 50) { this->mesh.addVertex(location_list[i]); this->mesh.addVertex(location_list[k]); this->mesh.addIndex(this->mesh.getNumVertices() - 1); this->mesh.addIndex(this->mesh.getNumVertices() - 2); } } } } //-------------------------------------------------------------- void ofApp::draw() { ofTranslate(ofGetWindowSize() * 0.5); ofSetLineWidth(1); this->mesh.drawWireframe(); ofSetLineWidth(1.5); for (auto& circle : this->circle_list) { if (circle.z == 3) { ofFill(); ofSetColor(255); ofDrawCircle(glm::vec2(circle.x, circle.y), circle.z); ofNoFill(); ofSetColor(0); ofDrawCircle(glm::vec2(circle.x, circle.y), circle.z); } } for (auto& circle : this->circle_list) { if (circle.z == 5) { ofFill(); ofSetColor(255); ofDrawCircle(glm::vec2(circle.x, circle.y), circle.z); ofNoFill(); ofSetColor(0); ofDrawCircle(glm::vec2(circle.x, circle.y), circle.z); } } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |