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ベジェ曲線で円を描く。
Draw a circle with Bezier curves.
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| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 | #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) {}; }; | 
| 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 | #include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(60); 	ofSetWindowTitle("openFrameworks"); 	ofBackground(239); 	ofSetColor(39); } //-------------------------------------------------------------- void ofApp::update() { } //-------------------------------------------------------------- void ofApp::draw() { 	int radius = 100; 	float handle_len = radius * 0.5522; 	int number_of_location = 4; 	int deg_span = 360 / number_of_location; 	for (int x = 200; x <= ofGetWidth(); x += 320) { 		for (int y = 200; y <= ofGetHeight(); y += 320) { 			vector<glm::vec2> location_list; 			vector<float> deg_list; 			for (int deg = 0; deg < 360; deg += deg_span) { 				location_list.push_back(glm::vec2(x + radius * cos(deg * DEG_TO_RAD), y + radius * sin(deg * DEG_TO_RAD))); 				deg_list.push_back(deg + 90); 			} 			for (int i = 0; i < location_list.size(); i++) { 				deg_list[i] += ofMap(ofNoise(glm::vec3(location_list[i], ofGetFrameNum() * 0.01)), 0, 1, -180, 180); 			} 			ofNoFill(); 			ofSetLineWidth(2); 			ofBeginShape(); 			for (int i = 0; i < location_list.size(); i++) { 				int n = (i + 1) % location_list.size(); 				ofVertex(location_list[i]); 				ofBezierVertex( 					location_list[i] + glm::vec2(handle_len * cos(deg_list[i] * DEG_TO_RAD), handle_len * sin(deg_list[i] * DEG_TO_RAD)), 					location_list[n] + glm::vec2(handle_len * cos((deg_list[n] + 180) * DEG_TO_RAD), handle_len * sin((deg_list[n] + 180) * DEG_TO_RAD)), 					location_list[n]); 			} 			ofEndShape(); 			ofFill(); 			ofSetLineWidth(0.5); 			for (int i = 0; i < location_list.size(); i++) { 				ofDrawCircle(location_list[i], 5); 				ofDrawCircle(location_list[i] + glm::vec2(handle_len * cos(deg_list[i] * DEG_TO_RAD), handle_len * sin(deg_list[i] * DEG_TO_RAD)), 3); 				ofDrawCircle(location_list[i] + glm::vec2(handle_len * cos((deg_list[i] + 180) * DEG_TO_RAD), handle_len * sin((deg_list[i] + 180) * DEG_TO_RAD)), 3); 				ofDrawLine(location_list[i], location_list[i] + glm::vec2(handle_len * cos(deg_list[i] * DEG_TO_RAD), handle_len * sin(deg_list[i] * DEG_TO_RAD))); 				ofDrawLine(location_list[i], location_list[i] + glm::vec2(handle_len * cos((deg_list[i] + 180) * DEG_TO_RAD), handle_len * sin((deg_list[i] + 180) * DEG_TO_RAD))); 			} 		} 	} } //-------------------------------------------------------------- int main() { 	ofSetupOpenGL(720, 720, OF_WINDOW); 	ofRunApp(new ofApp()); } |