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文字の渦。
Character vortex.
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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) {}; vector<ofPath> chara_path; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetColor(39); ofEnableDepthTest(); ofTrueTypeFont font; font.loadFont("fonts/Kazesawa-Bold.ttf", 100, true, true, true); for (int i = 0; i < 2; i++) { for (char c = 'A'; c <= 'Z'; c++) { this->chara_path.push_back(font.getCharacterAsPoints(c, true, false)); } } } //-------------------------------------------------------------- void ofApp::update() { } //-------------------------------------------------------------- void ofApp::draw() { ofTranslate(ofGetWidth() * 0.5, ofGetHeight() * 0.5); int deg = 0; int deg_span = 5; int radius = 12; auto center_list = vector<glm::vec2>{glm::vec2(), glm::vec2(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD))}; int center_list_index = 0; auto center = center_list[center_list_index]; ofColor color; while (radius < ofGetWidth()) { int char_index = ofMap(ofNoise(deg * 0.0015 + ofGetFrameNum() * 0.005), 0, 1, 0, this->chara_path.size()); auto point = center + glm::vec2(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD)); auto size = (2 * radius * PI) / 360 * deg_span; size = size < 22 ? size : 22; ofPushMatrix(); ofTranslate(point); ofRotate(deg + 90); auto outline = this->chara_path[char_index].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 = (vertices[vertices_index] / 100 * size) + glm::vec2(size * -0.5, size * 0.5); ofVertex(point); } } ofEndShape(true); ofPopMatrix(); deg += deg_span; if (deg % 180 == 0) { center_list_index++; center = center_list[center_list_index % center_list.size()]; radius = glm::distance(point, center); } } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |