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放射する色線。
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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 mouseEntered(int x, int y) {}; void mouseExited(int x, int y) {}; void windowResized(int w, int h) {}; void dragEvent(ofDragInfo dragInfo) {}; void gotMessage(ofMessage msg) {}; vector<vector<glm::vec2>> log_list; vector<glm::vec2> velocity_list; vector<ofColor> color_list; vector<ofMesh> mesh_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openframeworks"); ofBackground(239); ofSetLineWidth(3); ofEnableBlendMode(ofBlendMode::OF_BLENDMODE_SUBTRACT); } //-------------------------------------------------------------- void ofApp::update() { this->mesh_list.clear(); int radius = 100; ofColor color; while (this->log_list.size() < 3000) { int deg_base = ofRandom(360); int deg = deg_base / 5 * 5; vector<glm::vec2> log; auto location = glm::vec2(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD)); log.push_back(location); auto next = glm::vec2((radius - 10) * cos(deg * DEG_TO_RAD), (radius - 10) * sin(deg * DEG_TO_RAD)); auto distance = location - next; distance *= 1; auto future = location + distance * 30; auto random_deg = ofRandom(360); future += glm::vec2(120 * cos(random_deg * DEG_TO_RAD), 120 * sin(random_deg * DEG_TO_RAD)); auto future_distance = future - location; this->log_list.push_back(log); this->velocity_list.push_back(glm::normalize(future_distance) * glm::length(distance) * ofRandom(0.25, 0.6)); auto hue = (int)(ofMap(deg_base, 0, 360, 0, 255) + ofRandom(120)) % 255; color.setHsb(hue, 255, 255); this->color_list.push_back(color); } for (int i = this->log_list.size() - 1; i > -1; i--) { auto location = this->log_list[i][this->log_list[i].size() - 1]; auto deg = atan2(this->velocity_list[i].y, this->velocity_list[i].x) * RAD_TO_DEG; deg += ofMap(ofNoise(glm::vec3(location * 0.005, ofGetFrameNum() * 0.01)), 0, 1, -30, 30); auto len = glm::length(this->velocity_list[i]); location += glm::vec2(len * cos(deg * DEG_TO_RAD), len * sin(deg * DEG_TO_RAD)); if (glm::distance(glm::vec2(), this->log_list[i][this->log_list[i].size() - 1]) > 1000) { this->log_list.erase(this->log_list.begin() + i); this->velocity_list.erase(this->velocity_list.begin() + i); this->color_list.erase(this->color_list.begin() + i); continue; } this->log_list[i].push_back(location); this->velocity_list[i] *= 1.0; } for (int i = 0; i < this->log_list.size(); i++) { ofMesh mesh; mesh.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); auto len = glm::length(this->log_list[i][this->log_list[i].size() - 1]); for (int k = 0; k < this->log_list[i].size(); k++) { mesh.addVertex(glm::vec3(this->log_list[i][k], 0)); mesh.addColor(ofColor(this->color_list[i], ofMap(len, 0, 1000, 128, 0))); if (k > 0) { mesh.addIndex(mesh.getNumVertices() - 1); mesh.addIndex(mesh.getNumVertices() - 2); } } this->mesh_list.push_back(mesh); } } //-------------------------------------------------------------- void ofApp::draw() { ofTranslate(ofGetWidth() * 0.5, ofGetHeight() * 0.5); for (auto& mesh : this->mesh_list) { mesh.drawWireframe(); } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |