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回転する三角形
Rotating triangle.
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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_piece(vector<glm::vec2>& outer, vector<glm::vec2>& inner); glm::vec2 make_point(int radius, int deg); }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetColor(39); ofNoFill(); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { ofTranslate(ofGetWidth() * 0.5, ofGetHeight() * 0.5 + 80); ofRotate(270); int len = 75; for (int radius = 160; radius <= 400; radius += 80) { vector<glm::vec2> outer; vector<glm::vec2> inner; int start = ofRandom(360) + ofMap(ofNoise(ofRandom(100), ofGetFrameNum() * 0.003), 0, 1, 0, 360); for (int deg = start; deg <= start + 360; deg++) { outer.push_back(this->make_point(radius, deg)); inner.push_back(this->make_point(radius - len, deg)); if (ofRandom(100) < 10) { if (outer.size() > 25) { this->draw_piece(outer, inner); } } } if (outer.size() > 0) { this->draw_piece(outer, inner); } } } //-------------------------------------------------------------- void ofApp::draw_piece(vector<glm::vec2>& outer, vector<glm::vec2>& inner) { ofColor random_color; random_color.setHsb(ofRandom(255), 200, 255); reverse(inner.begin(), inner.end()); ofFill(); ofSetColor(39); ofBeginShape(); ofVertices(outer); ofVertices(inner); ofEndShape(true); ofNoFill(); ofSetColor(239); ofBeginShape(); ofVertices(outer); ofVertices(inner); ofEndShape(true); outer.clear(); inner.clear(); } //-------------------------------------------------------------- glm::vec2 ofApp::make_point(int radius, int deg) { deg = deg % 360; int deg_a = (deg / 120) * 120; int deg_b = deg_a + 120; int remainder = deg % 120; int diff = deg - deg_a; auto point_a = glm::vec2(radius * cos(deg_a * DEG_TO_RAD), radius * sin(deg_a * DEG_TO_RAD)); auto point_b = glm::vec2(radius * cos(deg_b * DEG_TO_RAD), radius * sin(deg_b * DEG_TO_RAD)); auto distance = point_b - point_a; return point_a + (distance / 120) * diff; } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |