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三角形を三角形でくり抜いた図形を重ねる。
Triangle inside triangle.
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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) {}; glm::vec2 make_point(int radius, int deg); }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetColor(39); ofSetLineWidth(2); } //-------------------------------------------------------------- void ofApp::update() { } //-------------------------------------------------------------- void ofApp::draw() { ofTranslate(ofGetWidth() * 0.5, ofGetHeight() * 0.5); ofRotate(ofGetFrameNum() * 0.5); for (auto radius = 150; radius <= 400; radius += 8) { auto deg_start = ofGetFrameNum() + radius + 60; for (auto deg = deg_start; deg < deg_start + 360; deg += 120) { vector<glm::vec2> vertices; for (auto tmp_deg = deg - 60; tmp_deg <= deg + 60; tmp_deg += 1) { vertices.push_back(glm::vec2(this->make_point(radius, tmp_deg))); } ofFill(); ofSetColor(ofMap(radius, 150, 400, 39, 239)); ofBeginShape(); ofVertices(vertices); ofEndShape(true); ofNoFill(); ofSetColor(ofMap(radius, 150, 400, 239, 39)); ofBeginShape(); ofVertices(vertices); ofEndShape(true); } } } //-------------------------------------------------------------- glm::vec2 ofApp::make_point(int radius, int deg) { deg = deg % 360; int deg_a = (deg / 120) * 120; int deg_b = deg_a + 120; int diff = deg - deg_a; auto point_a = glm::vec2(radius * cos(deg_a * DEG_TO_RAD), radius * sin(deg_a * DEG_TO_RAD)); auto point_b = glm::vec2(radius * cos(deg_b * DEG_TO_RAD), radius * sin(deg_b * DEG_TO_RAD)); auto distance = point_b - point_a; return point_a + (distance / 120) * diff; } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |