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立方体による不完全な四角
Imcomplate square.
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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) {}; ofEasyCam cam; glm::vec2 make_point(int len, int param); }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(ofGetFrameNum()); for (int z = -250; z <= 250; z += 20) { for (int start = 0; start < 100; start += 20) { for (int i = start; i < start + 10; i += 1) { auto location = glm::vec3(this->make_point(500, (ofGetFrameNum() * 0.85) + i + (z + 200) / 20), z); ofFill(); ofSetColor(239); ofDrawBox(location, 18); ofNoFill(); ofSetColor(39); ofDrawBox(location, 19); } } } this->cam.end(); } //-------------------------------------------------------------- glm::vec2 ofApp::make_point(int len, int param) { param = param % 100; if (param < 25) { return glm::vec2(ofMap(param, 0, 25, -len * 0.5, len * 0.5), -len * 0.5); } else if (param < 50) { return glm::vec2(len * 0.5, ofMap(param, 25, 50, -len * 0.5, len * 0.5)); } else if (param < 75) { return glm::vec2(ofMap(param, 50, 75, len * 0.5, -len * 0.5), len * 0.5); } else { return glm::vec2(-len * 0.5, ofMap(param, 75, 100, len * 0.5, -len * 0.5)); } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |
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