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円形帯。
Circular belt.
[ Source ]
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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); ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(ofGetFrameNum() * 0.5); auto height = 15; for (auto radius = 30; radius < 350; radius += 30) { ofPushMatrix(); ofRotateZ(ofRandom(360)); ofRotateY(ofRandom(360)); ofRotateX(ofRandom(360)); auto deg_start = ofGetFrameNum() * 5 + radius; auto deg_width = 120; ofFill(); for (auto deg = deg_start; deg < deg_start + deg_width; deg += 3) { vector<glm::vec3> vertices; vertices.push_back(glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), height * -0.5)); vertices.push_back(glm::vec3(radius * cos((deg + 3) * DEG_TO_RAD), radius * sin((deg + 3) * DEG_TO_RAD), height * -0.5)); vertices.push_back(glm::vec3(radius * cos((deg + 3) * DEG_TO_RAD), radius * sin((deg + 3) * DEG_TO_RAD), height * 0.5)); vertices.push_back(glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), height * 0.5)); ofBeginShape(); ofVertices(vertices); ofEndShape(true); } vector<glm::vec3> line_1, line_2; for (auto deg = 0; deg < 360; deg++) { line_1.push_back(glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), height * -0.5)); line_2.push_back(glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), height * 0.5)); } ofNoFill(); ofBeginShape(); ofVertices(line_1); ofEndShape(true); ofBeginShape(); ofVertices(line_2); ofEndShape(true); ofPopMatrix(); } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |