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大きな円と小さな円を角度同士で結んで、小さな円は回転させる。
Connecting big circle angle and small circle angle, and rotate small circle.
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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(); int radius = 90; int deg_span = 10; int span = 220; bool rotate = false; for (int x = -span; x <= span; x += span) { for (int y = -span; y <= span; y += span) { ofPushMatrix(); ofTranslate(x, y); if (rotate) { ofRotateX(90); } rotate = !rotate; auto noise_seed = glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000)); for (int deg = 0; deg < 360; deg += deg_span) { auto outer_location = glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), 0); ofDrawSphere(outer_location, 2); auto inner_location = glm::vec3(radius * 0.5 * cos(deg * DEG_TO_RAD), radius * 0.5 * sin(deg * DEG_TO_RAD), 0); auto angle_x = ofMap(ofNoise(noise_seed.x, ofGetFrameNum() * 0.003), 0, 1, -PI, PI); auto angle_y = ofMap(ofNoise(noise_seed.y, ofGetFrameNum() * 0.003), 0, 1, -PI, PI); auto angle_z = ofMap(ofNoise(noise_seed.z, ofGetFrameNum() * 0.003), 0, 1, -PI, PI); auto rotation_x = glm::rotate(glm::mat4(), angle_x, glm::vec3(1, 0, 0)); auto rotation_y = glm::rotate(glm::mat4(), angle_y, glm::vec3(0, 1, 0)); auto rotation_z = glm::rotate(glm::mat4(), angle_z, glm::vec3(0, 0, 1)); inner_location = glm::vec4(inner_location, 0) * rotation_z * rotation_y * rotation_x; ofDrawSphere(inner_location, 2); ofDrawLine(outer_location, inner_location); } ofPopMatrix(); } } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |