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矢印の中の矢印。
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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) {}; void draw_arrow(glm::vec2 location, glm::vec2 next_location, float size, ofColor color); vector<glm::vec3> location_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(0); } //-------------------------------------------------------------- void ofApp::update() { this->location_list.clear(); ofFbo fbo; ofPixels pixels; fbo.allocate(ofGetWidth(), ofGetHeight()); fbo.begin(); ofClear(0); ofTranslate(ofGetWindowWidth() * 0.5, ofGetWindowHeight() * 0.5); ofRotate(ofGetFrameNum() * 0.66666666666666666); this->draw_arrow(glm::vec2(0, 0), glm::vec2(0, -1), 330, ofColor(255)); fbo.end(); fbo.readToPixels(pixels); ofColor pix_color; int span = 16; for (float x = 0 + span * 0.5; x < ofGetWidth(); x += span) { for (float y = 0 + span * 0.5; y <= ofGetHeight(); y += span) { pix_color = pixels.getColor(x, y); if (pix_color != ofColor(0, 0)) { this->location_list.push_back(glm::vec3(x - ofGetWidth() * 0.5, y - ofGetHeight() * 0.5, 0)); } } } } //-------------------------------------------------------------- void ofApp::draw() { ofTranslate(ofGetWindowSize() * 0.5); for (auto& location : this->location_list){ auto deg = ofMap(ofNoise(glm::vec4(location * 0.0025, ofGetFrameNum() * 0.01)), 0, 1, -360, 360); auto target = glm::vec3(cos(deg *DEG_TO_RAD), sin(deg * DEG_TO_RAD), 0); this->draw_arrow(location, location + target, 10, ofColor(255)); } } //-------------------------------------------------------------- void ofApp::draw_arrow(glm::vec2 location, glm::vec2 next_location, float size, ofColor color) { auto angle = std::atan2(next_location.y - location.y, next_location.x - location.x); ofFill(); ofBeginShape(); ofVertex(location + glm::vec2(size * cos(angle), size * sin(angle))); ofVertex(location + glm::vec2(size * 0.5 * cos(angle + PI * 0.5), size * 0.5 * sin(angle + PI * 0.5))); ofVertex(location + glm::vec2(size * 0.5 * cos(angle - PI * 0.5), size * 0.5 * sin(angle - PI * 0.5))); ofEndShape(); ofBeginShape(); ofVertex(location + glm::vec2(size * 0.5 * cos(angle + PI * 0.5), size * 0.5 * sin(angle + PI * 0.5)) * 0.25); ofVertex(location + glm::vec2(size * 0.5 * cos(angle + PI * 0.5), size * 0.5 * sin(angle + PI * 0.5)) * 0.25 - glm::vec2(size * cos(angle), size * sin(angle)) * 0.5); ofVertex(location + glm::vec2(size * 0.5 * cos(angle - PI * 0.5), size * 0.5 * sin(angle - PI * 0.5)) * 0.25 - glm::vec2(size * cos(angle), size * sin(angle)) * 0.5); ofVertex(location + glm::vec2(size * 0.5 * cos(angle - PI * 0.5), size * 0.5 * sin(angle - PI * 0.5)) * 0.25); ofEndShape(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |