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モンスターハンターワールド アイスボーン来ましたね!
Connecting big rectangle angle and small rectangle angle, and rotate small rectangle.
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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 len, int param); }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(0); ofSetColor(60); ofNoFill(); ofEnableBlendMode(ofBlendMode::OF_BLENDMODE_ADD); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { int len = 120; int param_step = 1; for (int x = len * 0.5; x <= ofGetWidth() - len * 0.5; x += len) { for (int y = len * 0.5; y <= ofGetHeight() - len * 0.5; y += len) { ofPushMatrix(); ofTranslate(x, y); auto noise_seed = glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000)); auto angle_x = ofMap(ofNoise(noise_seed.x, ofGetFrameNum() * 0.0008), 0, 1, -PI, PI); auto angle_y = ofMap(ofNoise(noise_seed.y, ofGetFrameNum() * 0.0008), 0, 1, -PI, PI); auto angle_z = ofMap(ofNoise(noise_seed.z, ofGetFrameNum() * 0.0008), 0, 1, -PI, PI); for (int param = 0; param < 100; param += param_step) { vector<glm::vec3> vertices = { glm::vec3(this->make_point(len, param), 0), glm::vec3(this->make_point(len, param + param_step), 0), glm::vec3(this->make_point(len * 0.45, param + param_step), 0), glm::vec3(this->make_point(len * 0.45, param), 0), }; auto rotation_x = glm::rotate(glm::mat4(), angle_x, glm::vec3(1, 0, 0)); auto rotation_y = glm::rotate(glm::mat4(), angle_y, glm::vec3(0, 1, 0)); auto rotation_z = glm::rotate(glm::mat4(), angle_z, glm::vec3(0, 0, 1)); vertices[2] = glm::vec4(vertices[2], 0) * rotation_z * rotation_y * rotation_x; vertices[3] = glm::vec4(vertices[3], 0) * rotation_z * rotation_y * rotation_x; ofBeginShape(); ofVertices(vertices); ofEndShape(true); } ofPopMatrix(); } } } //-------------------------------------------------------------- glm::vec2 ofApp::make_point(int len, int param) { param = param % 100; if (param < 25) { return glm::vec2(ofMap(param, 0, 25, -len * 0.5, len * 0.5), -len * 0.5); } else if (param < 50) { return glm::vec2(len * 0.5, ofMap(param, 25, 50, -len * 0.5, len * 0.5)); } else if (param < 75) { return glm::vec2(ofMap(param, 50, 75, len * 0.5, -len * 0.5), len * 0.5); } else { return glm::vec2(-len * 0.5, ofMap(param, 75, 100, len * 0.5, -len * 0.5)); } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |