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歪んだ円形
Distorted circle.
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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) {}; ofEasyCam cam; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetColor(39); ofNoFill(); ofEnableDepthTest(); ofSetLineWidth(3); } //-------------------------------------------------------------- void ofApp::update() { } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); int radius = 80; int len = 20; float deg_span = 4; int span = 240; for (int y = -span; y <= span; y += span) { for (int x = -span; x <= span; x += span) { ofPushMatrix(); ofTranslate(x, y); for (int deg = 0; deg < 360; deg += deg_span) { ofBeginShape(); auto location = glm::vec3(radius * cos((deg - deg_span * 0.5) * DEG_TO_RAD), radius * sin((deg - deg_span * 0.5) * DEG_TO_RAD), 0); auto rotation_y = glm::rotate(glm::mat4(), ofMap(ofNoise(x + location.x * 0.005, y + location.y * 0.005, ofGetFrameNum() * 0.01), 0, 1, -PI, PI), glm::vec3(0, 1, 0)); location = glm::vec4(location, 0) * rotation_y; ofVertex(location); location = glm::vec3(radius * cos((deg + deg_span * 0.5) * DEG_TO_RAD), radius * sin((deg + deg_span * 0.5) * DEG_TO_RAD), 0); rotation_y = glm::rotate(glm::mat4(), ofMap(ofNoise(x + location.x * 0.005, y + location.y * 0.005, ofGetFrameNum() * 0.01), 0, 1, -PI, PI), glm::vec3(0, 1, 0)); location = glm::vec4(location, 0) * rotation_y; ofVertex(location); location = glm::vec3((radius - len) * cos((deg + deg_span * 0.5) * DEG_TO_RAD), (radius - len) * sin((deg + deg_span * 0.5) * DEG_TO_RAD), 0); rotation_y = glm::rotate(glm::mat4(), ofMap(ofNoise(x + location.x * 0.005, y + location.y * 0.005, ofGetFrameNum() * 0.01), 0, 1, -PI, PI), glm::vec3(0, 1, 0)); location = glm::vec4(location, 0) * rotation_y; ofVertex(location); location = glm::vec3((radius - len) * cos((deg - deg_span * 0.5) * DEG_TO_RAD), (radius - len) * sin((deg - deg_span * 0.5) * DEG_TO_RAD), 0); rotation_y = glm::rotate(glm::mat4(), ofMap(ofNoise(x + location.x * 0.005, y + location.y * 0.005, ofGetFrameNum() * 0.01), 0, 1, -PI, PI), glm::vec3(0, 1, 0)); location = glm::vec4(location, 0) * rotation_y; ofVertex(location); ofEndShape(); } ofPopMatrix(); } } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |