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ねじりTwist.
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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; string word; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(39); ofSetLineWidth(2); ofEnableDepthTest(); ofSetRectMode(ofRectMode::OF_RECTMODE_CENTER); this->font.loadFont("fonts/msgothic.ttc", 40, true, true, true); this->word = "TWIST "; } //-------------------------------------------------------------- void ofApp::update() { } //-------------------------------------------------------------- void ofApp::draw() { ofTranslate(ofGetWindowSize() * 0.5 + glm::vec2(0, 20)); ofSeedRandom(39); int word_index = 0; for (int x = -500; x <= 450; x += 50) { for (int y = -400; y <= 450; y += 50) { auto location = glm::vec3(x, y, 100); int word_index = (word_index + 1) % this->word.size(); ofPath chara_path = this->font.getCharacterAsPoints(this->word[word_index], true, false); vector<ofPolyline> outline = chara_path.getOutline(); ofFill(); ofSetColor(0); ofBeginShape(); for (int outline_index = 0; outline_index < outline.size(); outline_index++) { ofNextContour(true); outline[outline_index] = outline[outline_index].getResampledByCount(100); auto vertices = outline[outline_index].getVertices(); for (auto& vertex : vertices) { auto rotate_deg = ofMap(ofNoise(location.x, (location.y + vertex.y) * 0.005 + ofGetFrameNum() * 0.01), 0, 1, -180, 180); auto rotation = glm::rotate(glm::mat4(), rotate_deg * (float)DEG_TO_RAD, glm::vec3(0, 1, 0)); auto v = location + glm::vec4(vertex + glm::vec2(-20 , 0), 0) * rotation; ofVertex(v); } } ofEndShape(true); ofNoFill(); ofSetColor(255); ofBeginShape(); for (int outline_index = 0; outline_index < outline.size(); outline_index++) { ofNextContour(true); outline[outline_index] = outline[outline_index].getResampledByCount(100); auto vertices = outline[outline_index].getVertices(); for (auto& vertex : vertices) { auto rotate_deg = ofMap(ofNoise(location.x, (location.y + vertex.y) * 0.005 + ofGetFrameNum() * 0.01), 0, 1, -180, 180); auto rotation = glm::rotate(glm::mat4(), rotate_deg * (float)DEG_TO_RAD, glm::vec3(0, 1, 0)); auto v = location + glm::vec4(vertex + glm::vec2(-20 , 0), 0) * rotation; ofVertex(v); } } ofEndShape(true); } } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |