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2色の対称性の動き。
Symmetry.
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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 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 | #include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(60); 	ofSetWindowTitle("openframeworks"); 	ofBackground(255); 	ofSetLineWidth(2); 	ofSetCircleResolution(60); 	ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { 	ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { 	ofTranslate(ofGetWindowSize() * 0.5); 	ofSetColor(239, 39, 39); 	ofFill(); 	ofDrawCircle(glm::vec3(0, 0, -1), 320); 	ofSetColor(39); 	ofNoFill(); 	ofDrawCircle(glm::vec3(0, 0, -1), 320); 	auto head_size = 19; 	for (int k = 0; k < 2; k++) { 		ofMesh mesh; 		vector<glm::vec3> right, left, frame; 		auto noise_seed_deg = ofRandom(1000); 		auto noise_seed_radius = ofRandom(1000); 		glm::vec3 last_location; 		float last_theta, last_radius; 		for (int i = 0; i < 25; i++) { 			auto noise_deg = ofMap(ofNoise(noise_seed_deg, (ofGetFrameNum() + i) * 0.005), 0, 1, -360, 360); 			auto noise_radius = ofMap(ofNoise(noise_seed_radius, (ofGetFrameNum() + i) * 0.01), 0, 1, -350, 350); 			auto next_noise_deg = ofMap(ofNoise(noise_seed_deg, (ofGetFrameNum() + i + 1) * 0.005), 0, 1, -360, 360); 			auto next_noise_radius = ofMap(ofNoise(noise_seed_radius, (ofGetFrameNum() + i + 1) * 0.01), 0, 1, -350, 350); 			auto location = glm::vec3(noise_radius * cos(noise_deg * DEG_TO_RAD), noise_radius * sin(noise_deg * DEG_TO_RAD), 0); 			auto next = glm::vec3(next_noise_radius * cos(next_noise_deg * DEG_TO_RAD), next_noise_radius * sin(next_noise_deg * DEG_TO_RAD), 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; 			last_radius = noise_radius; 		} 		for (int i = 0; i < right.size(); i++) { 			mesh.addVertex(left[i]); 			mesh.addVertex(right[i]); 		} 		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(), 0, head_size); 		mesh.addVertex(last_location); 		int index = mesh.getNumVertices(); 		for (auto theta = last_theta - PI * 0.5; theta <= last_theta + PI * 0.5; theta += PI / 20) { 			mesh.addVertex(last_location + glm::vec3(tmp_head_size * cos(theta), tmp_head_size * sin(theta), 0)); 			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); 		} 		k == 0 ? ofSetColor(255) : ofSetColor(0); 		int span = ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * 0.003), 0, 1, 1, 7); 		int deg_span = 360 / span; 		for (int deg = 0; deg < 360; deg += 30) { 			ofRotate(deg_span); 			mesh.draw(); 		} 		ofNoFill(); 		ofDrawCircle(glm::vec3(), last_radius); 		ofPopMatrix(); 	} } //-------------------------------------------------------------- int main() { 	ofSetupOpenGL(720, 720, OF_WINDOW); 	ofRunApp(new ofApp()); } |