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デジタル数字。
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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) {}; 	void draw_digital(glm::vec3 location, int number_index); 	void draw_hexagon(glm::vec3 location, float deg); 	vector<pair<glm::vec3, int>> number_list; 	float hexagon_height; 	float hexagon_width; 	ofEasyCam cam; };  | 
					
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						#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(25); 	ofSetWindowTitle("openframeworks"); 	ofBackground(39); 	ofSetLineWidth(2); 	ofEnableDepthTest(); 	this->hexagon_height = 64; 	this->hexagon_width = 15; 	for (float x = -200; x <= 200; x += 100) { 		for (float z = -100; z <= 100; z += 20) { 			this->number_list.push_back(make_pair(glm::vec3(x, 0, z), 0)); 		} 	} } //-------------------------------------------------------------- void ofApp::update() { } //-------------------------------------------------------------- void ofApp::draw() { 	this->cam.begin(); 	ofRotateX(150); 	for (auto& number : this->number_list) { 		int number_index = ofMap(ofNoise(number.first.x * 0.005, number.first.y * 0.005, number.first.z * 0.0015 + ofGetFrameNum() * 0.015), 0, 1, 0, 10); 		this->draw_digital(number.first, number_index); 	} 	this->cam.end(); } //-------------------------------------------------------------- void ofApp::draw_digital(glm::vec3 location, int number_index) { 	vector<pair<glm::vec3, float>> part_list = { 		make_pair<glm::vec3, float>(location + glm::vec2(0, -this->hexagon_height), 90), 		make_pair<glm::vec3, float>(location + glm::vec2(this->hexagon_height * -0.5, this->hexagon_height * 0.5), 0), 		make_pair<glm::vec3, float>(location + glm::vec2(this->hexagon_height * 0.5, this->hexagon_height * 0.5), 0), 		make_pair<glm::vec3, float>(location + glm::vec2(0, 0), 90), 		make_pair<glm::vec3, float>(location + glm::vec2(this->hexagon_height * -0.5, this->hexagon_height * -0.5), 0), 		make_pair<glm::vec3, float>(location + glm::vec2(this->hexagon_height * 0.5, this->hexagon_height * -0.5), 0), 		make_pair<glm::vec3, float>(location + glm::vec2(0, this->hexagon_height), 90) 	}; 	vector<vector<int>> index_list = { 		{ 0, 1, 2, 4, 5, 6 }, 		{ 2, 5 }, 		{ 0, 1, 3, 5, 6 }, 		{ 0, 2, 3, 5, 6 }, 		{ 2, 3, 4, 5 }, 		{ 0, 2, 3, 4, 6 }, 		{ 0, 1, 2, 3, 4, 6 }, 		{ 0, 2, 5 }, 		{ 0, 1, 2, 3, 4, 5, 6 }, 		{ 0, 2, 3, 4, 5, 6 }, 	}; 	for (auto& index : index_list[number_index]) { 		this->draw_hexagon(part_list[index].first, part_list[index].second); 	} } //-------------------------------------------------------------- void ofApp::draw_hexagon(glm::vec3 location, float deg) { 	ofPushMatrix(); 	ofTranslate(location); 	ofRotate(deg); 	vector<glm::vec2> vertices; 	vertices.push_back(glm::vec2(this->hexagon_width * -0.4, this->hexagon_height * -0.4)); 	vertices.push_back(glm::vec2(this->hexagon_width * -0.4, this->hexagon_height * 0.4)); 	vertices.push_back(glm::vec2(0, this->hexagon_height * 0.5)); 	vertices.push_back(glm::vec2(this->hexagon_width * 0.4, this->hexagon_height * 0.4)); 	vertices.push_back(glm::vec2(this->hexagon_width * 0.4, this->hexagon_height * -0.4)); 	vertices.push_back(glm::vec2(0, this->hexagon_height * -0.5)); 	ofFill(); 	ofSetColor(255, ofMap(location.z, -100, 100, 255, 0)); 	ofBeginShape(); 	ofVertices(vertices); 	ofEndShape(true); 	ofNoFill(); 	ofSetColor(0, ofMap(location.z, -100, 100, 255, 0)); 	ofBeginShape(); 	ofVertices(vertices); 	ofEndShape(true); 	ofPopMatrix(); } //-------------------------------------------------------------- int main() { 	ofSetupOpenGL(720, 720, OF_WINDOW); 	ofRunApp(new ofApp()); }  |