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数字のスライダー。
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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) {}; void draw_digital(glm::vec3 location, int number_index); void draw_hexagon(glm::vec3 location, float deg); float hexagon_height; float hexagon_width; ofEasyCam cam; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(25); ofSetWindowTitle("openframeworks"); ofBackground(39); ofSetLineWidth(2); ofEnableDepthTest(); this->hexagon_height = 60; this->hexagon_width = 13; } //-------------------------------------------------------------- void ofApp::update() { } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateX(180); for (int x = -400; x <= 400; x += 80) { int base_y = ofMap(ofNoise(x * 0.005, ofGetFrameNum() * 0.0015), 0, 1, -1500, 1500); for (int i = 0; i < 30; i++) { int y = (i * 150) - 2250; this->draw_digital(glm::vec3(x, base_y + y, 0), i % 10); } } this->cam.end(); /* int start = 50; if (ofGetFrameNum() > start) { ostringstream os; os << setw(4) << setfill('0') << ofGetFrameNum() - start; ofImage image; image.grabScreen(0, 0, ofGetWidth(), ofGetHeight()); image.saveImage("image/cap/img_" + os.str() + ".jpg"); if (ofGetFrameNum() - start >= 25 * 20) { std::exit(1); } } */ } //-------------------------------------------------------------- void ofApp::draw_digital(glm::vec3 location, int number_index) { vector<pair<glm::vec3, float>> part_list = { make_pair<glm::vec3, float>(location + glm::vec2(0, -this->hexagon_height), 90), make_pair<glm::vec3, float>(location + glm::vec2(this->hexagon_height * -0.5, this->hexagon_height * 0.5), 0), make_pair<glm::vec3, float>(location + glm::vec2(this->hexagon_height * 0.5, this->hexagon_height * 0.5), 0), make_pair<glm::vec3, float>(location + glm::vec2(0, 0), 90), make_pair<glm::vec3, float>(location + glm::vec2(this->hexagon_height * -0.5, this->hexagon_height * -0.5), 0), make_pair<glm::vec3, float>(location + glm::vec2(this->hexagon_height * 0.5, this->hexagon_height * -0.5), 0), make_pair<glm::vec3, float>(location + glm::vec2(0, this->hexagon_height), 90) }; vector<vector<int>> index_list = { { 0, 1, 2, 4, 5, 6 }, { 2, 5 }, { 0, 1, 3, 5, 6 }, { 0, 2, 3, 5, 6 }, { 2, 3, 4, 5 }, { 0, 2, 3, 4, 6 }, { 0, 1, 2, 3, 4, 6 }, { 0, 2, 5 }, { 0, 1, 2, 3, 4, 5, 6 }, { 0, 2, 3, 4, 5, 6 }, }; for (auto& index : index_list[number_index]) { this->draw_hexagon(part_list[index].first, part_list[index].second); } } //-------------------------------------------------------------- void ofApp::draw_hexagon(glm::vec3 location, float deg) { ofPushMatrix(); ofTranslate(location); ofRotate(deg); vector<glm::vec2> vertices; vertices.push_back(glm::vec2(this->hexagon_width * -0.4, this->hexagon_height * -0.4)); vertices.push_back(glm::vec2(this->hexagon_width * -0.4, this->hexagon_height * 0.4)); vertices.push_back(glm::vec2(0, this->hexagon_height * 0.5)); vertices.push_back(glm::vec2(this->hexagon_width * 0.4, this->hexagon_height * 0.4)); vertices.push_back(glm::vec2(this->hexagon_width * 0.4, this->hexagon_height * -0.4)); vertices.push_back(glm::vec2(0, this->hexagon_height * -0.5)); ofNoFill(); ofSetColor(255); ofBeginShape(); ofVertices(vertices); ofEndShape(true); ofPopMatrix(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |