[ Video ]
[ About ]
数字を個別で動かす。
Move the numbers individually.
[ Source ]
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 |
#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) {}; ofEasyCam cam; float font_size; ofTrueTypeFont font; }; |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 |
#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofSetLineWidth(1); ofEnableDepthTest(); this->font_size = 55; this->font.loadFont("fonts/Kazesawa-Bold.ttf", this->font_size, true, true, true); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(ofGetFrameNum()); ofRotateX(ofGetFrameNum()); string word = "0123456789"; int sample_count = 30; auto base_location = glm::vec3(0, 0, 0); for (int r = 0; r < 80; r++) { auto radius = 150 - r * 1; for (int i = 0; i < 3; i++) { auto noise_param = glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000)); auto angle_x = ofMap(ofNoise(noise_param.x, ofGetFrameNum() * 0.001), 0, 1, -PI * 1.5, PI * 1.5); auto angle_y = ofMap(ofNoise(noise_param.y, ofGetFrameNum() * 0.001), 0, 1, -PI * 1.5, PI * 1.5); auto angle_z = ofMap(ofNoise(noise_param.z, ofGetFrameNum() * 0.001), 0, 1, -PI * 1.5, PI * 1.5); 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)); auto rotation = glm::rotate(glm::mat4(), (i * 7.2f) * (float)DEG_TO_RAD, glm::vec3(0, 1, 0)); auto noise_location = glm::vec4(this->font_size * 0.5, base_location.y + this->font_size * -0.5, radius, 0) * rotation; noise_location = noise_location * rotation_z * rotation_y * rotation_x; int word_index = (int)ofMap(ofNoise(noise_location.x * 0.001, noise_location.y * 0.001, noise_location.z * 0.001, ofGetFrameNum() * 0.008), 0, 1, 0, word.size() * 2) % word.size(); ofPath chara_path = this->font.getCharacterAsPoints(word[word_index], true, false); vector<ofPolyline> outline = chara_path.getOutline(); ofFill(); ofSetColor(39); ofBeginShape(); for (int outline_index = 0; outline_index < outline.size(); outline_index++) { if (outline_index != 0) { ofNextContour(true); } auto vertices = outline[outline_index].getResampledByCount(sample_count).getVertices(); for (auto& vertex : vertices) { auto location = vertex - glm::vec3(this->font_size * 0.5, this->font_size * -0.5, 350); auto rotation = glm::rotate(glm::mat4(), (i * 7.2f) * (float)DEG_TO_RAD, glm::vec3(0, 1, 0)); location = glm::vec4(location, 0) * rotation; location += base_location; location = glm::vec4(location, 0) * rotation_z * rotation_y * rotation_x; location = glm::normalize(location) * radius; ofVertex(location); } } ofEndShape(true); ofNoFill(); ofSetColor(239); ofBeginShape(); for (int outline_index = 0; outline_index < outline.size(); outline_index++) { if (outline_index != 0) { ofNextContour(true); } auto vertices = outline[outline_index].getResampledByCount(sample_count).getVertices(); for (auto& vertex : vertices) { auto location = vertex - glm::vec3(this->font_size * 0.5, this->font_size * -0.5, 350); auto rotation = glm::rotate(glm::mat4(), (i * 7.2f) * (float)DEG_TO_RAD, glm::vec3(0, 1, 0)); location = glm::vec4(location, 0) * rotation; location += base_location; location = glm::vec4(location, 0) * rotation_z * rotation_y * rotation_x; location = glm::normalize(location) * radius; ofVertex(location); } } ofEndShape(true); } } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |