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悲しみ。
Tears.
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| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 | #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) {}; }; | 
| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 | #include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(60); 	ofSetWindowTitle("openFrameworks"); 	ofBackground(255); 	ofNoFill(); } //-------------------------------------------------------------- void ofApp::update() { 	ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { 	ofColor color = ofColor(0, 200, 255); 	for (int k = 0; k < 35; k++) { 		ofMesh mesh; 		vector<glm::vec3> right, left, frame; 		auto x = ofRandom(50, ofGetWindowWidth() - 50); 		auto base_y = ofRandom(ofGetWindowHeight()); 		auto speed = ofRandom(5, 20); 		float head_size = 9; 		glm::vec3 last_location; 		float last_theta; 		for (int i = 0; i < 25; i++) { 			auto location = glm::vec3(x, (int)(base_y + (ofGetFrameNum() + i) * speed) % 1220 - 200, 0); 			auto next = glm::vec3(x, (int)(base_y + (ofGetFrameNum() + i + 1) * speed) % 1220 - 200, 0); 			auto direction = next - location; 			auto theta = atan2(direction.y, direction.x); 			right.push_back(location + glm::vec3(ofMap(i, 0, 25, 0, head_size) * cos(theta + PI * 0.5), ofMap(i, 0, 25, 0, head_size) * sin(theta + PI * 0.5), 0)); 			left.push_back(location + glm::vec3(ofMap(i, 0, 25, 0, head_size) * cos(theta - PI * 0.5), ofMap(i, 0, 25, 0, head_size) * sin(theta - PI * 0.5), 0)); 			last_location = location; 			last_theta = theta; 		} 		for (int i = 0; i < right.size(); i++) { 			mesh.addVertex(left[i]); 			mesh.addVertex(right[i]); 			mesh.addColor(ofColor(color, ofMap(i, 0, right.size(), 0, 255))); 			mesh.addColor(ofColor(color, ofMap(i, 0, right.size(), 0, 255))); 		} 		for (int i = 0; i < mesh.getNumVertices() - 2; i += 2) { 			mesh.addIndex(i + 0); mesh.addIndex(i + 1); mesh.addIndex(i + 3); 			mesh.addIndex(i + 0); mesh.addIndex(i + 2); mesh.addIndex(i + 3); 		} 		auto tmp_head_size = ofMap(mesh.getNumVertices() - 2, 0, mesh.getNumVertices() - 2, 0, head_size); 		tmp_head_size = head_size; 		mesh.addVertex(last_location); 		mesh.addColor(color); 		int index = mesh.getNumVertices(); 		for (auto theta = last_theta - PI * 0.5; theta <= last_theta + PI * 0.5; theta += PI / 10) { 			mesh.addVertex(last_location + glm::vec3(tmp_head_size * cos(theta), tmp_head_size * sin(theta), 0)); 			mesh.addColor(color); 			frame.push_back(last_location + glm::vec3(tmp_head_size * cos(theta), tmp_head_size * sin(theta), 0)); 		} 		for (int i = index; i < mesh.getNumVertices() - 1; i++) { 			mesh.addIndex(index); mesh.addIndex(i + 0); mesh.addIndex(i + 1); 		} 		mesh.draw(); 	} } //-------------------------------------------------------------- int main() { 	ofSetupOpenGL(720, 720, OF_WINDOW); 	ofRunApp(new ofApp()); } |