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回転文字。
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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 windowResized(int w, int h) {}; void dragEvent(ofDragInfo dragInfo) {}; void gotMessage(ofMessage msg) {}; ofTrueTypeFont font; string word; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(39); ofSetLineWidth(2); ofSetRectMode(ofRectMode::OF_RECTMODE_CENTER); this->font.loadFont("fonts/Kazesawa-Bold.ttf", 45, true, true, true); this->word = "ABCDEFGHIJKLMNOPQRSTUVWXYZ"; } //-------------------------------------------------------------- void ofApp::update() { } //-------------------------------------------------------------- void ofApp::draw() { ofTranslate(ofGetWindowSize() * 0.5); ofSeedRandom(39); for (int x = -250; x <= 225; x += 50){ for (int y = -200; y <= 225; y += 50) { auto location = glm::vec3(x, y, 0); int word_index = ofMap(ofNoise(location.x * 0.005, location.y * 0.005, ofGetFrameNum() * 0.005), 0, 1, 0, this->word.size()); ofPath chara_path = this->font.getCharacterAsPoints(this->word[word_index], true, false); vector<ofPolyline> outline = chara_path.getOutline(); ofFill(); ofSetColor(0); ofBeginShape(); for (int outline_index = 0; outline_index < outline.size(); outline_index++) { ofNextContour(true); outline[outline_index] = outline[outline_index].getResampledByCount(100); auto vertices = outline[outline_index].getVertices(); for (auto& vertex : vertices) { float rotate_deg = 0; glm::vec3 v = location + vertex; auto rotation = glm::rotate(glm::mat4(), rotate_deg * (float)DEG_TO_RAD, glm::vec3(0, 0, 1)); v = glm::vec4(v, 0) * rotation; rotate_deg = ofMap(ofNoise(glm::length(v) * 0.0025 - ofGetFrameNum() * 0.0085), 0, 1, -360, 360); rotation = glm::rotate(glm::mat4(), rotate_deg * (float)DEG_TO_RAD, glm::vec3(0, 0, 1)); v = glm::vec4(v, 0) * rotation; ofVertex(v); } } ofEndShape(true); ofNoFill(); ofSetColor(255); ofBeginShape(); for (int outline_index = 0; outline_index < outline.size(); outline_index++) { ofNextContour(true); outline[outline_index] = outline[outline_index].getResampledByCount(100); auto vertices = outline[outline_index].getVertices(); for (auto& vertex : vertices) { float rotate_deg = 0; glm::vec3 v = location + vertex; auto rotation = glm::rotate(glm::mat4(), rotate_deg * (float)DEG_TO_RAD, glm::vec3(0, 0, 1)); v = glm::vec4(v, 0) * rotation; rotate_deg = ofMap(ofNoise(glm::length(v) * 0.0025 - ofGetFrameNum() * 0.0085), 0, 1, -360, 360); rotation = glm::rotate(glm::mat4(), rotate_deg * (float)DEG_TO_RAD, glm::vec3(0, 0, 1)); v = glm::vec4(v, 0) * rotation; ofVertex(v); } } ofEndShape(true); } } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |