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矢印を回転させる。
Rotate the arrow.
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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) {}; void draw_arrow(glm::vec3 location, glm::vec3 target, float size, ofColor fill_color, ofColor no_fill_color); ofEasyCam cam; glm::vec3 noise_seed; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(255); ofSetLineWidth(3); ofEnableDepthTest(); this->noise_seed = glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000)); } //-------------------------------------------------------------- void ofApp::update() { } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(ofGetFrameNum()); auto size = 40; auto noise_seed = ofRandom(1000); for (int x = ofGetWidth() * -0.5 + size; x < ofGetWidth() * 0.5; x += size * 2) { for (int y = ofGetWidth() * -0.5 + size; y < ofGetWidth() * 0.5; y += size * 2) { for (int z = ofGetWidth() * -0.5 + size; z < ofGetWidth() * 0.5; z += size * 2) { auto location = glm::vec3(x, y, z); auto target = glm::vec3(x, y + 1, z); this->draw_arrow(location, target, size, ofColor(255), ofColor(0)); } } } this->cam.end(); } //-------------------------------------------------------------- void ofApp::draw_arrow(glm::vec3 location, glm::vec3 target, float size, ofColor fill_color, ofColor no_fill_color) { ofPushMatrix(); ofTranslate(location); ofRotateZ(ofMap(ofNoise(this->noise_seed.z + ofGetFrameNum() * 0.01, location.x * 0.0003, location.y * 0.0003, location.z * 0.0003), 0, 1, -540, 540)); ofRotateY(ofMap(ofNoise(this->noise_seed.y + ofGetFrameNum() * 0.01, location.x * 0.0003, location.y * 0.0003, location.z * 0.0003), 0, 1, -540, 540)); ofRotateX(ofMap(ofNoise(this->noise_seed.x + ofGetFrameNum() * 0.01, location.x * 0.0003, location.y * 0.0003, location.z * 0.0003), 0, 1, -540, 540)); auto angle = std::atan2(target.y - location.y, target.x - location.x); ofSetColor(fill_color); ofFill(); ofBeginShape(); ofVertex(glm::vec2(size * cos(angle), size * sin(angle))); ofVertex(glm::vec2(size * 0.5 * cos(angle + PI * 0.5), size * 0.5 * sin(angle + PI * 0.5))); ofVertex(glm::vec2(size * 0.5 * cos(angle - PI * 0.5), size * 0.5 * sin(angle - PI * 0.5))); ofEndShape(); ofBeginShape(); ofVertex(glm::vec2(size * 0.5 * cos(angle + PI * 0.5), size * 0.5 * sin(angle + PI * 0.5)) * 0.25); ofVertex(glm::vec2(size * 0.5 * cos(angle + PI * 0.5), size * 0.5 * sin(angle + PI * 0.5)) * 0.25 - glm::vec2(size * cos(angle), size * sin(angle)) * 0.5); ofVertex(glm::vec2(size * 0.5 * cos(angle - PI * 0.5), size * 0.5 * sin(angle - PI * 0.5)) * 0.25 - glm::vec2(size * cos(angle), size * sin(angle)) * 0.5); ofVertex(glm::vec2(size * 0.5 * cos(angle - PI * 0.5), size * 0.5 * sin(angle - PI * 0.5)) * 0.25); ofEndShape(); ofSetColor(no_fill_color); ofNoFill(); ofBeginShape(); ofVertex(glm::vec2(size * 0.5 * cos(angle + PI * 0.5), size * 0.5 * sin(angle + PI * 0.5)) * 0.25); ofVertex(glm::vec2(size * 0.5 * cos(angle + PI * 0.5), size * 0.5 * sin(angle + PI * 0.5))); ofVertex(glm::vec2(size * cos(angle), size * sin(angle))); ofVertex(glm::vec2(size * 0.5 * cos(angle - PI * 0.5), size * 0.5 * sin(angle - PI * 0.5))); ofVertex(glm::vec2(size * 0.5 * cos(angle - PI * 0.5), size * 0.5 * sin(angle - PI * 0.5)) * 0.25); ofEndShape(); ofBeginShape(); ofVertex(glm::vec2(size * 0.5 * cos(angle - PI * 0.5), size * 0.5 * sin(angle - PI * 0.5)) * 0.25); ofVertex(glm::vec2(size * 0.5 * cos(angle - PI * 0.5), size * 0.5 * sin(angle - PI * 0.5)) * 0.25 - glm::vec2(size * cos(angle), size * sin(angle)) * 0.5); ofVertex(glm::vec2(size * 0.5 * cos(angle + PI * 0.5), size * 0.5 * sin(angle + PI * 0.5)) * 0.25 - glm::vec2(size * cos(angle), size * sin(angle)) * 0.5); ofVertex(glm::vec2(size * 0.5 * cos(angle + PI * 0.5), size * 0.5 * sin(angle + PI * 0.5)) * 0.25); ofEndShape(); ofPopMatrix(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |