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グラデーション・ランダムウォーク
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						#pragma once #include "ofMain.h" class Actor { public: 	Actor(vector<glm::vec3>& location_list, vector<vector<int>>& next_index_list, vector<int>& destination_list); 	void update(const int& frame_span, vector<glm::vec3>& location_list, vector<vector<int>>& next_index_list, vector<int>& destination_list); 	glm::vec3 getLocation(); 	deque<glm::vec3> getLog(); private: 	int select_index; 	int next_index; 	glm::vec3 location; 	deque<glm::vec3> log; }; 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) {}; 	ofEasyCam cam; 	vector<glm::vec3> location_list; 	vector<vector<int>> next_index_list; 	vector<int> destination_list; 	vector<unique_ptr<Actor>> actor_list; };  |