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線を角度をズラして複数描写、近い座標同士で線を引く。
Kaleidoscope.
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| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 | #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) {}; 	vector<ofMesh> line_list; 	ofMesh near_line; }; | 
| 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 | #include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(60); 	ofSetWindowTitle("openframeworks"); 	ofBackground(239); 	ofSetColor(39); 	ofSetLineWidth(1.5); 	this->near_line.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { 	ofSeedRandom(39); 	this->line_list.clear(); 	this->near_line.clear(); 	auto noise_seed_deg = ofRandom(1000); 	auto noise_seed_radius = ofRandom(1000); 	vector<glm::vec3> vertices; 	for (int i = 0; i < 50; 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) * 0.008), 0, 1, -350, 350); 		vertices.push_back(glm::vec3(noise_radius * cos(noise_deg * DEG_TO_RAD), noise_radius * sin(noise_deg * DEG_TO_RAD), 0)); 	} 	for (int deg = 0; deg < 360; deg += 45) { 		auto rotation = glm::rotate(glm::mat4(), deg * (float)DEG_TO_RAD , glm::vec3(0, 0, 1)); 		ofMesh line; 		line.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); 		for (int i = 0; i < vertices.size(); i++) { 			line.addVertex(glm::vec4(vertices[i], 0) * rotation + glm::vec4(ofGetWidth() * 0.5, ofGetHeight() * 0.5, 0, 0)); 			if (i > 0) { 				line.addIndex(i); line.addIndex(i - 1); 			} 		} 		this->line_list.push_back(line); 	} 	for (int i = 0; i < this->line_list.size(); i++) { 		for (int k = i + 1; k < this->line_list.size(); k++) { 			for (int m = 0; m < this->line_list[i].getNumVertices(); m++) { 				for (int p = 0; p < this->line_list[k].getNumVertices(); p++) { 					if (glm::distance(this->line_list[i].getVertex(m), this->line_list[k].getVertex(p)) < 30) { 						this->near_line.addVertex(this->line_list[i].getVertex(m)); 						this->near_line.addVertex(this->line_list[k].getVertex(p)); 						this->near_line.addIndex(this->near_line.getNumVertices() - 1); 						this->near_line.addIndex(this->near_line.getNumVertices() - 2); 					} 				} 			} 		} 	} } //-------------------------------------------------------------- void ofApp::draw() { 	for (auto& line : this->line_list) { 		line.draw(); 	} 	this->near_line.draw(); } //-------------------------------------------------------------- int main() { 	ofSetupOpenGL(720, 720, OF_WINDOW); 	ofRunApp(new ofApp()); } |