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四角形の帯を回転
Rotate 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 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) {}; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofSetLineWidth(3); ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { auto rect_width = 30; auto rect_length = 180; for (int x = rect_length * 0.5; x < ofGetWidth(); x += rect_length) { for (int y = rect_length * 0.5; y < ofGetHeight(); y += rect_length) { auto noise_seed_y = ofRandom(1000); auto noise_seed_x = ofRandom(1000); for (int len = rect_width; len < rect_length; len += rect_width) { ofPushMatrix(); ofTranslate(x, y); ofRotateY(ofMap(ofNoise(noise_seed_y, len * 0.003 + ofGetFrameNum() * 0.003), 0, 1, -180, 180)); ofRotateX(ofMap(ofNoise(noise_seed_x, len * 0.003 + ofGetFrameNum() * 0.003), 0, 1, -180, 180)); vector<glm::vec2> vertices, inner_vertices; auto tmp_len = len - 5; vertices.push_back(glm::vec2(-tmp_len * 0.5, -tmp_len * 0.5)); vertices.push_back(glm::vec2(tmp_len * 0.5, -tmp_len * 0.5)); vertices.push_back(glm::vec2(tmp_len * 0.5, tmp_len * 0.5)); vertices.push_back(glm::vec2(-tmp_len * 0.5, tmp_len * 0.5)); auto inner_len = len - rect_width; inner_vertices.push_back(glm::vec2(-inner_len * 0.5, -inner_len * 0.5)); inner_vertices.push_back(glm::vec2(inner_len * 0.5, -inner_len * 0.5)); inner_vertices.push_back(glm::vec2(inner_len * 0.5, inner_len * 0.5)); inner_vertices.push_back(glm::vec2(-inner_len * 0.5, inner_len * 0.5)); ofFill(); ofSetColor(239); ofBeginShape(); ofVertices(vertices); ofNextContour(true); ofVertices(inner_vertices); ofEndShape(true); ofNoFill(); ofSetColor(39); ofBeginShape(); ofVertices(vertices); ofNextContour(true); ofVertices(inner_vertices); ofEndShape(true); ofPopMatrix(); } } } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |