回答編集履歴

3

pushMatrix()/popMatrix()を除去

2021/12/05 23:58

投稿

cx20
cx20

スコア4648

test CHANGED
@@ -60,8 +60,6 @@
60
60
 
61
61
  // 三角形の描画に関する処理
62
62
 
63
- pushMatrix();
64
-
65
63
  translate(x+500, y+500);
66
64
 
67
65
  float x1 = sin(radians(120)); // 0.866;
@@ -88,8 +86,6 @@
88
86
 
89
87
  triangle(x1, y1, x2, y2, x3, y3);
90
88
 
91
- popMatrix();
92
-
93
89
  }
94
90
 
95
91
  ```

2

三角形の座標をマジックナンバーではなくsin/cosで表すよう変更

2021/12/05 23:58

投稿

cx20
cx20

スコア4648

test CHANGED
@@ -20,8 +20,6 @@
20
20
 
21
21
  float SCALE = 10;
22
22
 
23
-
24
-
25
23
  void setup(){
26
24
 
27
25
  size(1000,1000);
@@ -40,6 +38,8 @@
40
38
 
41
39
  void draw() {
42
40
 
41
+ // 円周の位置を計算(10度単位)
42
+
43
43
  t += PI * 10 / 180;
44
44
 
45
45
  float x = r * sin(t);
@@ -47,6 +47,8 @@
47
47
  float y = r * cos(t);
48
48
 
49
49
 
50
+
51
+ // 三角形の線の太さと色を指定
50
52
 
51
53
  strokeWeight(0.1);
52
54
 
@@ -56,25 +58,33 @@
56
58
 
57
59
 
58
60
 
61
+ // 三角形の描画に関する処理
62
+
59
63
  pushMatrix();
60
64
 
61
65
  translate(x+500, y+500);
62
66
 
63
- float x1 = -0.866;
67
+ float x1 = sin(radians(120)); // 0.866;
64
68
 
65
- float y1 = -0.5;
69
+ float y1 = cos(radians(120)); // -0.5;
66
70
 
67
- float x2 = 0.866;
71
+ float x2 = sin(radians(240)); // -0.866;
68
72
 
69
- float y2 = -0.5;
73
+ float y2 = cos(radians(240)); // -0.5;
70
74
 
71
- float x3 = 0.0;
75
+ float x3 = sin(radians(360)); // 0.0;
72
76
 
73
- float y3 = 1.0;
77
+ float y3 = cos(radians(360)); // 1.0;
78
+
79
+ // 回転
74
80
 
75
81
  rotate(-t);
76
82
 
83
+ // 拡大
84
+
77
85
  scale(SCALE);
86
+
87
+ // 三角形の描画
78
88
 
79
89
  triangle(x1, y1, x2, y2, x3, y3);
80
90
 

1

ソースコードを簡素化

2021/12/05 18:57

投稿

cx20
cx20

スコア4648

test CHANGED
@@ -16,9 +16,11 @@
16
16
 
17
17
  float t;
18
18
 
19
- float scale = 10;
19
+ float r;
20
20
 
21
- float r;
21
+ float SCALE = 10;
22
+
23
+
22
24
 
23
25
  void setup(){
24
26
 
@@ -28,7 +30,7 @@
28
30
 
29
31
  t = 0;
30
32
 
31
- r = (550+scale)/2;
33
+ r = (550+SCALE)/2;
32
34
 
33
35
  noStroke();
34
36
 
@@ -44,33 +46,35 @@
44
46
 
45
47
  float y = r * cos(t);
46
48
 
47
-
48
49
 
50
+
49
- strokeWeight(1);
51
+ strokeWeight(0.1);
50
52
 
51
53
  stroke(255, 0, 0);
52
54
 
53
55
  noFill();
54
56
 
55
-
57
+
56
58
 
57
59
  pushMatrix();
58
60
 
59
61
  translate(x+500, y+500);
60
62
 
61
- float x1 = -0.866 * scale;
63
+ float x1 = -0.866;
62
64
 
63
- float y1 = -0.5 * scale;
65
+ float y1 = -0.5;
64
66
 
65
- float x2 = 0.866 * scale;
67
+ float x2 = 0.866;
66
68
 
67
- float y2 = -0.5 * scale;
69
+ float y2 = -0.5;
68
70
 
69
- float x3 = 0.0 * scale;
71
+ float x3 = 0.0;
70
72
 
71
- float y3 = 1.0 * scale;
73
+ float y3 = 1.0;
72
74
 
73
75
  rotate(-t);
76
+
77
+ scale(SCALE);
74
78
 
75
79
  triangle(x1, y1, x2, y2, x3, y3);
76
80