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円の中で反射するパーティクル
Particles reflected in a circle.
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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) {}; vector<glm::vec2> bases; vector<glm::vec2> locations; vector<glm::vec2> directions; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(0); ofSetColor(39); ofSetLineWidth(2); for (int x = -240; x <= 240; x += 240) { for (int y = -240; y <= 240; y += 240) { for(int i = 0; i < 80; i++){ auto base = glm::vec2(x, y); auto direction = glm::vec2(ofRandom(-1, 1), ofRandom(-1, 1)); direction = glm::normalize(direction) * ofRandom(1, 4); auto location = glm::vec2(ofRandom(-1, 1), ofRandom(-1, 1)); location = glm::normalize(location) * ofRandom(1, 100); this->bases.push_back(base); this->locations.push_back(base + location); this->directions.push_back(direction); } } } } //-------------------------------------------------------------- void ofApp::update() { for (int i = this->locations.size() - 1; i >= 0; i--) { auto future = this->locations[i] + this->directions[i]; if (glm::distance(this->bases[i], future) > 100) { auto len = glm::length(this->directions[i]); auto direction = glm::vec2(ofRandom(-1, 1), ofRandom(-1, 1)); direction = glm::normalize(direction) * len; this->directions[i] = direction; } else { this->locations[i] = future; } } } //-------------------------------------------------------------- void ofApp::draw() { ofTranslate(ofGetWidth() * 0.5, ofGetHeight() * 0.5); for (auto& location : this->locations) { ofSetColor(239); ofDrawCircle(location, 3); for (auto& other : this->locations) { if (location == other) { continue; } float distance = glm::distance(location, other); if (distance < 30) { ofSetColor(239, ofMap(distance, 0, 30, 255, 64)); ofDrawLine(location, other); } } } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |