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円状の矢印を回転させる。
Rotate arrow on the circle.
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| 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 | #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_arrow(glm::vec2 location, glm::vec2 target, float size, ofColor color); 	ofEasyCam cam; 	float noise_param; }; | 
| 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 | #include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(30); 	ofSetWindowTitle("openFrameworks"); 	ofBackground(255); 	ofSetLineWidth(2); 	ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { } //-------------------------------------------------------------- void ofApp::draw() { 	this->cam.begin(); 	float radius = 150; 	for (int deg = 0; deg < 360; deg += 5) { 		auto base_location = glm::vec2(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD)); 		auto arrow_radius = radius * 0.85; 		ofPushMatrix(); 		ofTranslate(base_location); 		ofRotateZ(deg + 90); 		ofRotateX(ofGetFrameNum() * 6 + deg * 6); 		this->draw_arrow(glm::vec3(), glm::vec2(0, -arrow_radius), 18, ofColor(0)); 		ofPopMatrix(); 	} 	this->cam.end(); } //-------------------------------------------------------------- void ofApp::draw_arrow(glm::vec2 location, glm::vec2 target, float size, ofColor color) { 	auto angle = std::atan2(target.y - location.y, target.x - location.x); 	auto distance = glm::distance(target, location); 	if (glm::length(distance) > size * 0.1) { 		ofPushMatrix(); 		ofTranslate(target); 		ofSetColor(color); 		ofFill(); 		ofBeginShape(); 		ofVertex(glm::vec2(size * cos(angle), size * sin(angle))); 		ofVertex(glm::vec2(size * 0.25 * cos(angle + PI * 0.5), size * 0.25 * sin(angle + PI * 0.5))); 		ofVertex(glm::vec2(size * 0.25 * cos(angle - PI * 0.5), size * 0.25 * sin(angle - PI * 0.5))); 		ofEndShape(); 		ofBeginShape(); 		ofVertex(glm::vec2(size * 0.25 * cos(angle + PI * 0.5), size * 0.25 * sin(angle + PI * 0.5)) * 0.25); 		ofVertex(glm::vec2(size * 0.25 * cos(angle + PI * 0.5), size * 0.25 * sin(angle + PI * 0.5)) * 0.25 - glm::vec2(distance * cos(angle), distance * sin(angle))); 		ofVertex(glm::vec2(size * 0.25 * cos(angle - PI * 0.5), size * 0.25 * sin(angle - PI * 0.5)) * 0.25 - glm::vec2(distance * cos(angle), distance * sin(angle))); 		ofVertex(glm::vec2(size * 0.25 * cos(angle - PI * 0.5), size * 0.25 * sin(angle - PI * 0.5)) * 0.25); 		ofEndShape(); 		ofPopMatrix(); 	} 	ofDrawSphere(glm::vec3(location, 0), 5); } //-------------------------------------------------------------- int main() { 	ofSetupOpenGL(720, 720, OF_WINDOW); 	ofRunApp(new ofApp()); } |