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2色の対称性の動き。
Symmetry.
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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) {}; }; |
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#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()); } |