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回転A
Rotate ‘A’
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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; int font_size; ofTrueTypeFont font; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetColor(39); ofSetLineWidth(3); ofEnableDepthTest(); this->font_size = 350; this->font.loadFont("fonts/Kazesawa-Bold.ttf", this->font_size, true, true, true); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); auto path = font.getCharacterAsPoints('A', true, false); auto outline = path.getOutline(); auto noise_seed_x = ofRandom(1000); auto noise_seed_y = ofRandom(1000); auto noise_seed_z = ofRandom(1000); for (int outline_index = 0; outline_index < outline.size(); outline_index++) { if (outline_index != 0) { ofNextContour(true); } outline[outline_index] = outline[outline_index].getResampledBySpacing(15); auto vertices = outline[outline_index].getVertices(); for (int vertices_index = 0; vertices_index < vertices.size(); vertices_index++) { for (int i = 0; i < 25; i++) { ofSetColor(39, ofMap(i, 0, 15, 0, 255)); auto location = glm::vec3(vertices[vertices_index].x - this->font.stringWidth(string{ 'A' }) * 0.5, vertices[vertices_index].y + this->font.stringHeight(string{ 'A' }) * 0.5, 0); auto rotation_x = glm::rotate(glm::mat4(), ofMap(ofNoise(noise_seed_x, (ofGetFrameNum() + i) * 0.005), 0, 1, -PI, PI), glm::vec3(1, 0, 0)); auto rotation_y = glm::rotate(glm::mat4(), ofMap(ofNoise(noise_seed_y, (ofGetFrameNum() + i) * 0.005), 0, 1, -PI, PI), glm::vec3(0, 1, 0)); auto rotation_z = glm::rotate(glm::mat4(), ofMap(ofNoise(noise_seed_z, (ofGetFrameNum() + i) * 0.005), 0, 1, -PI, PI), glm::vec3(0, 0, 1)); location = glm::vec4(location, 0) * rotation_z * rotation_y; auto next_location = glm::vec3(vertices[vertices_index].x - this->font.stringWidth(string{ 'A' }) * 0.5, vertices[vertices_index].y + this->font.stringHeight(string{ 'A' }) * 0.5, 0); auto next_rotation_x = glm::rotate(glm::mat4(), ofMap(ofNoise(noise_seed_x, (ofGetFrameNum() + i + 1) * 0.005), 0, 1, -PI, PI), glm::vec3(1, 0, 0)); auto next_rotation_y = glm::rotate(glm::mat4(), ofMap(ofNoise(noise_seed_y, (ofGetFrameNum() + i + 1) * 0.005), 0, 1, -PI, PI), glm::vec3(0, 1, 0)); auto next_rotation_z = glm::rotate(glm::mat4(), ofMap(ofNoise(noise_seed_z, (ofGetFrameNum() + i + 1) * 0.005), 0, 1, -PI, PI), glm::vec3(0, 0, 1)); next_location = glm::vec4(next_location, 0) * next_rotation_z * next_rotation_y; ofDrawLine(location, next_location); if (i == 24) { ofDrawSphere(next_location, 3); }; } } } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |