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箱の上の文字波紋。
Ripple of font on the box.
[ Source ]
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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) {}; 	ofEasyCam cam; 	int font_size; 	int len; 	vector<ofPath> chara_path; 	vector<int> chara_index; 	vector<int> face_index; 	vector<glm::vec3> location; 	vector<int> progress; };  | 
					
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						#include "ofApp.h"	 //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(60); 	ofSetWindowTitle("openFrameworks"); 	ofBackground(239); 	ofNoFill(); 	ofSetLineWidth(3); 	this->font_size = 200; 	ofTrueTypeFont font; 	font.loadFont("fonts/Kazesawa-Bold.ttf", this->font_size, true, true, true); 	for (char c = 'A'; c <= 'Z'; c++) { 		this->chara_path.push_back(font.getCharacterAsPoints(c, true, false)); 	} 	this->len = 300; 	for (int i = 0; i < 80; i++) { 		this->chara_index.push_back((int)ofRandom(this->chara_path.size())); 		this->face_index.push_back((int)ofRandom(6)); 		this->location.push_back(glm::vec3(ofRandom(-this->len * 0.5, this->len * 0.5), ofRandom(-this->len * 0.5, this->len * 0.5), this->len * 0.5)); 		this->progress.push_back((int)ofRandom(100)); 	} } //-------------------------------------------------------------- void ofApp::update() { } //-------------------------------------------------------------- void ofApp::draw() { 	this->cam.begin(); 	ofRotateY(ofGetFrameNum() * 0.8); 	for (int i = 0; i < this->chara_index.size(); i++) { 		this->progress[i] = (this->progress[i] + 1) % 100; 		if (this->progress[i] == 0) { 			this->chara_index[i] = ((int)ofRandom(this->chara_path.size())); 			this->face_index[i] = ((int)ofRandom(6)); 			this->location[i] = (glm::vec3(ofRandom(-this->len * 0.5, this->len * 0.5), ofRandom(-this->len * 0.5, this->len * 0.5), this->len * 0.5)); 			continue; 		} 		ofPushMatrix(); 		if (this->face_index[i] < 4) { 			ofRotateX(this->face_index[i] * 90); 		} 		else if(this->face_index[i] < 5) { 			ofRotateY(90); 		} 		else { 			ofRotateY(270); 		} 		auto alpha = 255; 		if (this->progress[i] > 50) { 			alpha = ofMap(this->progress[i], 50, 100, 255, 0); 		} 		ofSetColor(39, alpha); 		ofBeginShape(); 		auto outline = this->chara_path[this->chara_index[i]].getOutline(); 		ofBeginShape(); 		for (int line_index = 0; line_index < outline.size(); line_index++) { 			if (line_index != 0) { ofNextContour(true); } 			auto vertices = outline[line_index].getVertices(); 			for (int vertices_index = 0; vertices_index < vertices.size(); vertices_index++) { 				auto point = this->location[i] + (vertices[vertices_index] / 100 * this->progress[i]) + glm::vec2(this->font_size / 100 * this->progress[i] * -0.5, this->font_size / 100 * this->progress[i] * 0.5); 				if (point.y > this->len * 0.5) { point.y = this->len * 0.5; } 				if (point.y < -this->len * 0.5) { point.y = -this->len * 0.5; } 				if (point.x > this->len * 0.5) { point.x = this->len * 0.5; } 				if (point.x < -this->len * 0.5) { point.x = -this->len * 0.5; } 				ofVertex(point); 			} 		} 		ofEndShape(true); 		ofPopMatrix(); 	} 	this->cam.end(); } //-------------------------------------------------------------- int main() { 	ofSetupOpenGL(720, 720, OF_WINDOW); 	ofRunApp(new ofApp()); }  |