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球体上の座標で浮遊する文字。
Character on the 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) {}; ofEasyCam cam; float font_size; ofTrueTypeFont font; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofSetColor(39); ofSetLineWidth(1.5); ofNoFill(); ofEnableDepthTest(); this->font_size = 30; this->font.loadFont("fonts/Kazesawa-Bold.ttf", this->font_size, true, true, true); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateX(180); vector<string> word_list = { "A", "B", "C", "D", "E", "F", "G", "H", "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "V", "X", "Y", "Z" }; int sample_count = 180; for (auto& word : word_list) { auto noise_param = glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000)); auto word_size = this->font.getStringBoundingBox(word, 0, 0); vector<ofPath> word_path = this->font.getStringAsPoints(word, true, false); for (int word_index = 0; word_index < word_path.size(); word_index++) { vector<ofPolyline> outline = word_path[word_index].getOutline(); ofFill(); ofSetColor(239); ofBeginShape(); for (int outline_index = 0; outline_index < outline.size(); outline_index++) { if (outline_index != 0) { ofNextContour(true); } auto vertices = outline[outline_index].getResampledByCount(sample_count).getVertices(); for (auto& vertex : vertices) { auto noise_location = glm::vec3( ofMap(ofNoise(noise_param.x, vertex.x * 0.005 - ofGetFrameNum() * 0.005), 0, 1, -300, 300), ofMap(ofNoise(noise_param.y, vertex.x * 0.005 - ofGetFrameNum() * 0.005), 0, 1, -300, 300), ofMap(ofNoise(noise_param.z, vertex.x * 0.005 - ofGetFrameNum() * 0.005), 0, 1, -300, 300)); auto location = noise_location + vertex - glm::vec3(word_size.getWidth() * 0.5, -word_size.getHeight() * 0.5, 0); location = glm::normalize(location) * 200; ofVertex(location); } } ofEndShape(true); ofNoFill(); ofSetColor(39); ofBeginShape(); for (int outline_index = 0; outline_index < outline.size(); outline_index++) { if (outline_index != 0) { ofNextContour(true); } auto vertices = outline[outline_index].getResampledByCount(sample_count).getVertices(); for (auto& vertex : vertices) { auto noise_location = glm::vec3( ofMap(ofNoise(noise_param.x, vertex.x * 0.005 - ofGetFrameNum() * 0.005), 0, 1, -300, 300), ofMap(ofNoise(noise_param.y, vertex.x * 0.005 - ofGetFrameNum() * 0.005), 0, 1, -300, 300), ofMap(ofNoise(noise_param.z, vertex.x * 0.005 - ofGetFrameNum() * 0.005), 0, 1, -300, 300)); auto location = noise_location + vertex - glm::vec3(word_size.getWidth() * 0.5, -word_size.getHeight() * 0.5, 0); location = glm::normalize(location) * 200; ofVertex(location); } } ofEndShape(true); } } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |