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文字を球体上で縛りつける。
Bind characters with a sphere.
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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) {}; ofTrueTypeFont font; ofEasyCam cam; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofSetColor(39); ofSetLineWidth(3); ofEnableDepthTest(); this->font.loadFont("fonts/Kazesawa-Bold.ttf", 300, true, true, true); } //-------------------------------------------------------------- void ofApp::update() { } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotate(180); ofRotateX(180); string word = "KIYOSHI"; auto path_list = font.getStringAsPoints(word, true, false); for (auto path : path_list) { auto outline = path.getOutline(); ofBeginShape(); for (int outline_index = 0; outline_index < outline.size(); outline_index++) { if (outline_index != 0) { ofNextContour(true); } outline[outline_index] = outline[outline_index].getResampledByCount(300); auto vertices = outline[outline_index].getVertices(); for (int vertices_index = 0; vertices_index < vertices.size(); vertices_index++) { auto location = glm::vec3(vertices[vertices_index].x - this->font.stringWidth(word) * 0.5, vertices[vertices_index].y + this->font.stringHeight(word) * 0.5, 350); location = glm::normalize(location) * -350; auto angle_x = ofMap(ofNoise(location.x * 0.001, ofGetFrameNum() * 0.005), 0, 1, -PI * 0.25, PI * 0.25); auto angle_y = ofMap(ofNoise(location.y * 0.001, ofGetFrameNum() * 0.005), 0, 1, -PI * 0.25, PI * 0.25); auto angle_z = ofMap(ofNoise(location.z * 0.001, ofGetFrameNum() * 0.005), 0, 1, -PI * 0.25, PI * 0.25); 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)); location = glm::vec4(location, 0) * rotation_z * rotation_y * rotation_x; ofVertex(location); } } ofEndShape(true); } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |