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陰陽敷き詰め。
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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) {}; void draw_MAGATAMA(glm::vec2 location, float radius, float rotate_deg, ofColor fill_color, ofColor no_fill_color); float random_seed; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(39); } //-------------------------------------------------------------- void ofApp::update() { if (ofGetFrameNum() % 60 < 3) { this->random_seed = ofRandom(1000); } ofSeedRandom(this->random_seed); } //-------------------------------------------------------------- void ofApp::draw() { ofTranslate(ofGetWindowSize() * 0.5); auto number_of_sphere = 200; 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); } } ofColor color_1, color_2; for (int i = 0; i < location_list.size(); i++) { int deg = ofRandom(360) + ofGetFrameNum() * ofRandom(1, 5); int hue = ofRandom(255); color_1.setHsb(hue, 150, 255); color_2.setHsb(hue, 255, 150); this->draw_MAGATAMA(location_list[i], radius_list[i] * 0.95, deg, color_1, color_2); this->draw_MAGATAMA(location_list[i], radius_list[i] * 0.95, deg + 180, color_2, color_1); } } //-------------------------------------------------------------- void ofApp::draw_MAGATAMA(glm::vec2 location, float radius, float rotate_deg, ofColor fill_color, ofColor no_fill_color) { float len = radius * 0.5522; float deg = 0; ofPushMatrix(); ofTranslate(location); ofRotate(rotate_deg); vector<glm::vec2> vertices; vector<pair<glm::vec2, glm::vec2>> handle_list; vertices.push_back(glm::vec2(0, 0)); deg = 180; handle_list.push_back(make_pair<glm::vec2, glm::vec2>( glm::vec2(vertices.back() + glm::vec2(len * 0.5 * cos(deg * DEG_TO_RAD), len * 0.5 * sin(deg * DEG_TO_RAD))), glm::vec2(vertices.back() + glm::vec2(len * 0.5 * cos((deg + 180) * DEG_TO_RAD), len * 0.5 * sin((deg + 180) * DEG_TO_RAD))))); vertices.push_back(glm::vec2(radius * 0.5, radius * -0.5)); deg = 90; handle_list.push_back(make_pair<glm::vec2, glm::vec2>( glm::vec2(vertices.back() + glm::vec2(len * 0.5 * cos(deg * DEG_TO_RAD), len * 0.5 * sin(deg * DEG_TO_RAD))), glm::vec2(vertices.back() + glm::vec2(len * 0.5 * cos((deg + 180) * DEG_TO_RAD), len * 0.5 * sin((deg + 180) * DEG_TO_RAD))))); vertices.push_back(glm::vec2(0, radius * -1)); deg = 0; handle_list.push_back(make_pair<glm::vec2, glm::vec2>( glm::vec2(vertices.back() + glm::vec2(len * 0.5 * cos(deg * DEG_TO_RAD), len * 0.5 * sin(deg * DEG_TO_RAD))), glm::vec2(vertices.back() + glm::vec2(len * cos(deg * DEG_TO_RAD), len * sin(deg * DEG_TO_RAD))))); vertices.push_back(glm::vec2(radius, 0)); deg = 270; handle_list.push_back(make_pair<glm::vec2, glm::vec2>( glm::vec2(vertices.back() + glm::vec2(len * cos(deg * DEG_TO_RAD), len * sin(deg * DEG_TO_RAD))), glm::vec2(vertices.back() + glm::vec2(len * cos((deg + 180) * DEG_TO_RAD), len * sin((deg + 180) * DEG_TO_RAD))))); vertices.push_back(glm::vec2(0, radius)); deg = 0; handle_list.push_back(make_pair<glm::vec2, glm::vec2>( glm::vec2(vertices.back() + glm::vec2(len * cos(deg * DEG_TO_RAD), len * sin(deg * DEG_TO_RAD))), glm::vec2(vertices.back() + glm::vec2(len * 0.5 * cos((deg + 180) * DEG_TO_RAD), len * 0.5 * sin((deg + 180) * DEG_TO_RAD))))); vertices.push_back(glm::vec2(radius * -0.5, radius * 0.5)); deg = 90; handle_list.push_back(make_pair<glm::vec2, glm::vec2>( glm::vec2(vertices.back() + glm::vec2(len * 0.5 * cos(deg * DEG_TO_RAD), len * 0.5 * sin(deg * DEG_TO_RAD))), glm::vec2(vertices.back() + glm::vec2(len * 0.5 * cos((deg + 180) * DEG_TO_RAD), len * 0.5 * sin((deg + 180) * DEG_TO_RAD))))); ofSetColor(fill_color); ofFill(); ofBeginShape(); for (int i = 0; i < vertices.size(); i++) { int n = (i + 1) % vertices.size(); ofVertex(vertices[i]); ofBezierVertex(handle_list[i].second, handle_list[n].first, vertices[n]); } ofNextContour(true); for (deg = 0; deg <= 360; deg += 5) { ofVertex(glm::vec2(0, radius * 0.5) + glm::vec2(radius * 0.2 * cos(deg * DEG_TO_RAD), radius * 0.2 * sin(deg * DEG_TO_RAD))); } ofEndShape(true); ofSetColor(no_fill_color); ofNoFill(); ofBeginShape(); for (int i = 0; i < vertices.size(); i++) { int n = (i + 1) % vertices.size(); ofVertex(vertices[i]); ofBezierVertex(handle_list[i].second, handle_list[n].first, vertices[n]); } ofNextContour(true); for (deg = 0; deg <= 360; deg += 5) { ofVertex(glm::vec2(0, radius * 0.5) + glm::vec2(radius * 0.2 * cos(deg * DEG_TO_RAD), radius * 0.2 * sin(deg * DEG_TO_RAD))); } ofEndShape(true); ofPopMatrix(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |