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円を回転させる。
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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) {}; 	float random_seed; 	vector<glm::vec2> location_list; 	vector<float> radus_list; };  | 
					
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						#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(30); 	ofSetWindowTitle("openframeworks"); 	ofBackground(0); 	ofSetColor(255); 	ofNoFill(); 	ofSetCircleResolution(72); 	this->random_seed = ofRandom(1000); } //-------------------------------------------------------------- void ofApp::update() { 	ofSeedRandom(this->random_seed); } //-------------------------------------------------------------- void ofApp::draw() { 	ofPushMatrix(); 	ofTranslate(ofGetWindowSize() * 0.5); 	vector<ofColor> color_palette; 	color_palette.push_back(ofColor(255, 0, 0)); 	color_palette.push_back(ofColor(0, 255, 0)); 	color_palette.push_back(ofColor(0, 0, 255)); 	color_palette.push_back(ofColor(255, 255, 0)); 	color_palette.push_back(ofColor(255, 0, 255)); 	color_palette.push_back(ofColor(0, 255, 255)); 	auto number_of_sphere = 150; 	vector<glm::vec2> location_list; 	vector<float> radius_list; 	while (location_list.size() < number_of_sphere) { 		auto location = glm::vec2(ofRandom(-300, 300), ofRandom(-300, 300)); 		auto radius = ofRandom(8, 70); 		bool flag = true; 		for (int i = 0; i < location_list.size(); i++) { 			if (glm::distance(location, location_list[i]) < (radius + radius_list[i])) { 				flag = false; 				break; 			} 		} 		if (flag) { 			location_list.push_back(location); 			radius_list.push_back(radius); 		} 	} 	int count = 0; 	while (true) { 		auto all = true; 		for (int i = 0; i < location_list.size(); i++) { 			auto flag = true; 			for (int k = 0; k < location_list.size(); k++) { 				if (i == k) { continue; } 				if (glm::distance(location_list[i], location_list[k]) < (radius_list[i] + radius_list[k])) { 					flag = false; 				} 			} 			if (flag) { 				radius_list[i] += 1; 				all = false; 				break; 			} 		} 		if (all) { 			break; 		} 		count++; 	} 	for (int i = 0; i < location_list.size(); i++) { 		ofPushMatrix(); 		ofTranslate(location_list[i]); 		auto noise_seed = glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000)); 		for (int radius = 8; radius <= radius_list[i]; radius += 4) { 			auto noise_param = glm::vec3( 				ofNoise(noise_seed.x, ofGetFrameNum() * 0.0025 + radius * 0.0003), 				ofNoise(noise_seed.y, ofGetFrameNum() * 0.0025 + radius * 0.0003), 				ofNoise(noise_seed.z, ofGetFrameNum() * 0.0025 + radius * 0.0003)); 			ofRotateZ(noise_param.z < 0.45 ? ofMap(noise_param.z, 0, 0.45, -360, 0) : noise_param.z > 0.65 ? ofMap(noise_param.z, 0.65, 1, 0, 360) : 0); 			ofRotateY(noise_param.y < 0.45 ? ofMap(noise_param.y, 0, 0.45, -360, 0) : noise_param.y > 0.65 ? ofMap(noise_param.y, 0.65, 1, 0, 360) : 0); 			ofRotateX(noise_param.x < 0.45 ? ofMap(noise_param.x, 0, 0.45, -360, 0) : noise_param.x > 0.65 ? ofMap(noise_param.x, 0.65, 1, 0, 360) : 0); 			ofDrawCircle(glm::vec2(), radius); 		} 		ofPopMatrix(); 	} 	ofPopMatrix(); } //-------------------------------------------------------------- int main() { 	ofSetupOpenGL(720, 720, OF_WINDOW); 	ofRunApp(new ofApp()); }  |