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文字座標を回転させる。
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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; int font_size; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(0); ofSetLineWidth(3); ofEnableDepthTest(); this->font_size = 120; ofTrueTypeFontSettings font_settings("fonts/msgothic.ttc", this->font_size); this->font.loadFont("fonts/Kazesawa-Bold.ttf", this->font_size, true, true, true); } //-------------------------------------------------------------- void ofApp::update() { } //-------------------------------------------------------------- void ofApp::draw() { ofTranslate(ofGetWindowSize() * 0.5); string word = "TWIST"; auto word_size = glm::vec2(this->font.stringWidth(word), this->font.stringHeight(word)); auto char_path_list = this->font.getStringAsPoints(word, true, false); int sample_count = 120; for (int z = 0; z < 200; z += 10) { for (int char_index = 0; char_index < char_path_list.size(); char_index++) { vector<ofPolyline> outline = char_path_list[char_index].getOutline(); ofFill(); ofSetColor(0); 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 location = vertex - glm::vec3(word_size.x * 0.5, word_size.y * -0.5, z); auto angle = ofMap(ofNoise(abs(location.x) * 0.001 + ofGetFrameNum() * 0.02 - z * 0.005), 0, 1, -PI * 1, PI * 1); auto rotation = glm::rotate(glm::mat4(), angle, glm::vec3(0, 0, 1)); location = glm::vec4(location, 0) * rotation; ofVertex(location); } } ofEndShape(true); ofNoFill(); ofSetColor(255); 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 location = vertex - glm::vec3(word_size.x * 0.5, word_size.y * -0.5, z); auto angle = ofMap(ofNoise(abs(location.x) * 0.001 + ofGetFrameNum() * 0.02 - z * 0.005), 0, 1, -PI * 1, PI * 1); auto rotation = glm::rotate(glm::mat4(), angle, glm::vec3(0, 0, 1)); location = glm::vec4(location, 0) * rotation; ofVertex(location); } } ofEndShape(true); } } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |