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回転円。
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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; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(39); ofSetColor(255); ofNoFill(); ofEnableDepthTest(); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); auto radius = 250; for (int i = 0; i < 20; i++) { auto noise_seed = ofRandom(1000); vector<glm::vec3> vertices; for (int deg = 0; deg < 360; deg += 1) { auto vertex = glm::vec3(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD), 0); auto rotate_deg = ofMap(ofNoise(noise_seed, vertex.x * 0.0003 + ofGetFrameNum() * 0.0005), 0, 1, -360, 360); auto rotation = glm::rotate(glm::mat4(), rotate_deg * (float)DEG_TO_RAD, glm::vec3(1, 0, 0)); vertex = glm::vec4(vertex, 0) * rotation; vertices.push_back(vertex); } ofBeginShape(); ofVertices(vertices); ofEndShape(true); } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |