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数字を眺める。
Look at the numbers.
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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::vec2 location, int number_index); void draw_hexagon(glm::vec2 location, float deg); float hexagon_height; float hexagon_width; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(0); ofSetLineWidth(1.5); this->hexagon_height = 24; // 24 this->hexagon_width = 6; // 18 } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { for (float x = 36; x <= ofGetWidth() - 36; x += this->hexagon_height * 1.5 * 5) { int y_count = 0; for (float y = 36; y <= ofGetHeight() - 36; y += this->hexagon_height * 3) { int number = ofMap(ofNoise(x, (ofGetFrameNum() + y_count) * 0.0003), 0, 1, 0, 10000); this->draw_digital(glm::vec2(x + this->hexagon_height * 1.5 * 0, y), number / 1000); this->draw_digital(glm::vec2(x + this->hexagon_height * 1.5 * 1, y), number / 100 - number / 1000 * 10); this->draw_digital(glm::vec2(x + this->hexagon_height * 1.5 * 2, y), number / 10 - number / 100 * 10); this->draw_digital(glm::vec2(x + this->hexagon_height * 1.5 * 3, y), number - number / 10 * 10); y_count++; } } } //-------------------------------------------------------------- void ofApp::draw_digital(glm::vec2 location, int number_index) { vector<pair<glm::vec2, float>> part_list = { make_pair<glm::vec2, float>(location + glm::vec2(0, -this->hexagon_height), 90), make_pair<glm::vec2, float>(location + glm::vec2(this->hexagon_height * -0.5, this->hexagon_height * 0.5), 0), make_pair<glm::vec2, float>(location + glm::vec2(this->hexagon_height * 0.5, this->hexagon_height * 0.5), 0), make_pair<glm::vec2, float>(location + glm::vec2(0, 0), 90), make_pair<glm::vec2, float>(location + glm::vec2(this->hexagon_height * -0.5, this->hexagon_height * -0.5), 0), make_pair<glm::vec2, float>(location + glm::vec2(this->hexagon_height * 0.5, this->hexagon_height * -0.5), 0), make_pair<glm::vec2, 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::vec2 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(0, 136, 51, 128); ofBeginShape(); ofVertices(vertices); ofEndShape(true); ofNoFill(); ofSetColor(0, 136, 51); ofBeginShape(); ofVertices(vertices); ofEndShape(true); ofPopMatrix(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |