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回転する勾玉形状。
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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; void draw_MAGATAMA(glm::vec2 location, float radius, float rotate_deg, ofColor color); }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(0); ofSetLineWidth(3); ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); for (int z = 0; z <= 480; z += 20) { ofPushMatrix(); ofTranslate(0, 0, z); auto deg = ofMap(ofNoise(z * 0.002 + ofGetFrameNum() * 0.01), 0, 1, -720, 720); this->draw_MAGATAMA(glm::vec2(), 200, deg, ofColor(0)); ofPopMatrix(); } this->cam.end(); } //-------------------------------------------------------------- void ofApp::draw_MAGATAMA(glm::vec2 location, float radius, float rotate_deg, ofColor color) { float len = radius * 0.5522; float deg = 0; ofPushMatrix(); ofTranslate(location); ofRotate(rotate_deg); vector<glm::vec2> vertices; vector<pair<glm::vec2, glm::vec2>> handle_list; vertices.push_back(glm::vec2(0, 0)); deg = 180; handle_list.push_back(make_pair<glm::vec2, glm::vec2>( glm::vec2(vertices.back() + glm::vec2(len * 0.5 * cos(deg * DEG_TO_RAD), len * 0.5 * sin(deg * DEG_TO_RAD))), glm::vec2(vertices.back() + glm::vec2(len * 0.5 * cos((deg + 180) * DEG_TO_RAD), len * 0.5 * sin((deg + 180) * DEG_TO_RAD))))); vertices.push_back(glm::vec2(radius * 0.5, radius * -0.5)); deg = 90; handle_list.push_back(make_pair<glm::vec2, glm::vec2>( glm::vec2(vertices.back() + glm::vec2(len * 0.5 * cos(deg * DEG_TO_RAD), len * 0.5 * sin(deg * DEG_TO_RAD))), glm::vec2(vertices.back() + glm::vec2(len * 0.5 * cos((deg + 180) * DEG_TO_RAD), len * 0.5 * sin((deg + 180) * DEG_TO_RAD))))); vertices.push_back(glm::vec2(0, radius * -1)); deg = 0; handle_list.push_back(make_pair<glm::vec2, glm::vec2>( glm::vec2(vertices.back() + glm::vec2(len * 0.5 * cos(deg * DEG_TO_RAD), len * 0.5 * sin(deg * DEG_TO_RAD))), glm::vec2(vertices.back() + glm::vec2(len * cos(deg * DEG_TO_RAD), len * sin(deg * DEG_TO_RAD))))); vertices.push_back(glm::vec2(radius, 0)); deg = 270; handle_list.push_back(make_pair<glm::vec2, glm::vec2>( glm::vec2(vertices.back() + glm::vec2(len * cos(deg * DEG_TO_RAD), len * sin(deg * DEG_TO_RAD))), glm::vec2(vertices.back() + glm::vec2(len * cos((deg + 180) * DEG_TO_RAD), len * sin((deg + 180) * DEG_TO_RAD))))); vertices.push_back(glm::vec2(0, radius)); deg = 0; handle_list.push_back(make_pair<glm::vec2, glm::vec2>( glm::vec2(vertices.back() + glm::vec2(len * cos(deg * DEG_TO_RAD), len * sin(deg * DEG_TO_RAD))), glm::vec2(vertices.back() + glm::vec2(len * 0.5 * cos((deg + 180) * DEG_TO_RAD), len * 0.5 * sin((deg + 180) * DEG_TO_RAD))))); vertices.push_back(glm::vec2(radius * -0.5, radius * 0.5)); deg = 90; handle_list.push_back(make_pair<glm::vec2, glm::vec2>( glm::vec2(vertices.back() + glm::vec2(len * 0.5 * cos(deg * DEG_TO_RAD), len * 0.5 * sin(deg * DEG_TO_RAD))), glm::vec2(vertices.back() + glm::vec2(len * 0.5 * cos((deg + 180) * DEG_TO_RAD), len * 0.5 * sin((deg + 180) * DEG_TO_RAD))))); ofSetColor(color); ofFill(); ofBeginShape(); for (int i = 0; i < vertices.size(); i++) { int n = (i + 1) % vertices.size(); ofVertex(vertices[i]); ofBezierVertex(handle_list[i].second, handle_list[n].first, vertices[n]); } ofNextContour(true); for (deg = 0; deg <= 360; deg += 5) { ofVertex(glm::vec2(0, radius * 0.5) + glm::vec2(radius * 0.2 * cos(deg * DEG_TO_RAD), radius * 0.2 * sin(deg * DEG_TO_RAD))); } ofEndShape(true); ofSetColor(ofColor(255, color.a)); ofNoFill(); ofBeginShape(); for (int i = 0; i < vertices.size(); i++) { int n = (i + 1) % vertices.size(); ofVertex(vertices[i]); ofBezierVertex(handle_list[i].second, handle_list[n].first, vertices[n]); } ofNextContour(true); for (deg = 0; deg <= 360; deg += 5) { ofVertex(glm::vec2(0, radius * 0.5) + glm::vec2(radius * 0.2 * cos(deg * DEG_TO_RAD), radius * 0.2 * sin(deg * DEG_TO_RAD))); } ofEndShape(true); ofPopMatrix(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |