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円と矢印。
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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) {}; void draw_arrow(glm::vec2 location, glm::vec2 target, float size); }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(25); ofSetWindowTitle("openframeworks"); ofBackground(39); ofSetColor(255); } //-------------------------------------------------------------- void ofApp::update() { } //-------------------------------------------------------------- void ofApp::draw() { ofTranslate(ofGetWidth() * 0.5, ofGetHeight() * 0.5); for (int deg = 0; deg < 360; deg += 5) { auto noise_location = glm::vec2(250 * cos(deg * DEG_TO_RAD), 250 * sin(deg * DEG_TO_RAD)); auto base_1 = glm::vec2(320 * cos(deg * DEG_TO_RAD), 320 * sin(deg * DEG_TO_RAD)); auto target_radius_1 = ofMap(ofNoise(glm::vec3(noise_location * 0.085, ofGetFrameNum() * 0.03)), 0, 1, 250, 320); auto target_1 = glm::vec2(target_radius_1 * cos(deg * DEG_TO_RAD), target_radius_1 * sin(deg * DEG_TO_RAD)); auto base_2 = glm::vec2(180 * cos(deg * DEG_TO_RAD), 180 * sin(deg * DEG_TO_RAD)); auto target_radius_2 = ofMap(ofNoise(glm::vec3(noise_location * 0.085, ofGetFrameNum() * 0.03)), 0, 1, 180, 250); auto target_2 = glm::vec2(target_radius_2 * cos(deg * DEG_TO_RAD), target_radius_2 * sin(deg * DEG_TO_RAD)); this->draw_arrow(base_1, target_1, 12); this->draw_arrow(base_2, target_2, 12); auto target_radius = ofMap(ofNoise(glm::vec3(noise_location * 0.085, ofGetFrameNum() * 0.03)), 0, 1, 225, 275); auto target = glm::vec2(target_radius * cos(deg * DEG_TO_RAD), target_radius * sin(deg * DEG_TO_RAD)); ofDrawCircle(target, 3); } } //-------------------------------------------------------------- void ofApp::draw_arrow(glm::vec2 location, glm::vec2 target, float size) { auto angle = std::atan2(target.y - location.y, target.x - location.x); auto distance = glm::distance(target, location); ofPushMatrix(); ofTranslate(target); ofFill(); ofBeginShape(); ofVertex(glm::vec2(size * cos(angle), size * sin(angle))); ofVertex(glm::vec2(size * 0.35 * cos(angle + PI * 0.5), size * 0.35 * sin(angle + PI * 0.5))); ofVertex(glm::vec2(size * 0.35 * cos(angle - PI * 0.5), size * 0.35 * sin(angle - PI * 0.5))); ofEndShape(); ofBeginShape(); ofVertex(glm::vec2(size * 0.35 * cos(angle + PI * 0.5), size * 0.35 * sin(angle + PI * 0.5)) * 0.5); ofVertex(glm::vec2(size * 0.35 * cos(angle + PI * 0.5), size * 0.35 * sin(angle + PI * 0.5)) * 0.5 - glm::vec2(distance * cos(angle), distance * sin(angle))); ofVertex(glm::vec2(size * 0.35 * cos(angle - PI * 0.5), size * 0.35 * sin(angle - PI * 0.5)) * 0.5 - glm::vec2(distance * cos(angle), distance * sin(angle))); ofVertex(glm::vec2(size * 0.35 * cos(angle - PI * 0.5), size * 0.35 * sin(angle - PI * 0.5)) * 0.5); ofEndShape(); ofPopMatrix(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |