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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()); } |