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文字の中を移動するランダムウォーク。
Random Walk in Character.
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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 setBoxToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float size, ofColor color); void setBoxToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float height, float width, float depth, ofColor color); ofEasyCam cam; ofMesh face, frame; vector<glm::vec3> location_list; vector<ofColor> location_color_list; vector<int> param_list; vector<vector<int>> route_info_list; vector<int> index_list; vector<ofColor> index_color_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofEnableDepthTest(); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); ofFbo fbo; fbo.allocate(ofGetWidth(), ofGetHeight()); fbo.begin(); ofTranslate(ofGetWidth() * 0.5, ofGetHeight() * 0.5); ofClear(0); ofSetColor(0); ofTrueTypeFont font; font.loadFont("fonts/Kazesawa-Bold.ttf", 200, true, true, true); /* https://github.com/kazesawa/kazesawa */ font.drawString("19", font.stringWidth("19") * -0.5, font.stringHeight("19") * -0.05); font.drawString("84", font.stringWidth("84") * -0.5, font.stringHeight("84") * 1.05); fbo.end(); ofPixels pixels; fbo.readToPixels(pixels); auto span = 5; ofColor pix_color; for (int x = 0; x < fbo.getWidth(); x += span) { for (int y = 0; y < fbo.getHeight(); y += span) { pix_color = pixels.getColor(x, y); if (pix_color != ofColor(0, 0)) { for (int z = -span; z <= span; z += span) { this->location_list.push_back(glm::vec3(x - ofGetWidth() * 0.5, y - ofGetHeight() * 0.5, z)); this->location_color_list.push_back(ofColor(39)); this->param_list.push_back(0); } } } } for (auto& location : this->location_list) { vector<int> route_info = vector<int>(); int index = -1; for (auto& other : this->location_list) { index++; if (location == other) { continue; } float distance = glm::distance(location, other); if (distance <= span) { route_info.push_back(index); } } this->route_info_list.push_back(route_info); } ofColor color; for (int i = 0; i < 250; i++) { this->index_list.push_back((int)ofRandom(this->location_list.size())); color.setHsb(ofMap(i, 0, 250, 0, 255), 150, 255); this->index_color_list.push_back(color); } } //-------------------------------------------------------------- void ofApp::update() { this->face.clear(); this->frame.clear(); for (int i = 0; i < this->index_list.size(); i++) { int next_index = this->route_info_list[this->index_list[i]][(int)ofRandom(this->route_info_list[this->index_list[i]].size())]; for (int k = 0; k < this->route_info_list[this->index_list[i]].size(); k++) { if (this->param_list[next_index] <= 0) { this->param_list[next_index] = 30; this->location_color_list[next_index] = this->index_color_list[i]; this->index_list[i] = next_index; break; } } } for (int i = 0; i < this->location_list.size(); i++) { if (this->param_list[i] > 0) { this->setBoxToMesh(this->face, this->frame, this->location_list[i], 5, this->location_color_list[i]); } if (this->param_list[i] > 0) { this->param_list[i] -= 1; } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateX(180); ofSetColor(39); this->face.draw(); ofSetColor(239); this->frame.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- void ofApp::setBoxToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float size, ofColor color) { this->setBoxToMesh(face_target, frame_target, location, size, size, size, color); } //-------------------------------------------------------------- void ofApp::setBoxToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float height, float width, float depth, ofColor color) { int face_index = face_target.getNumVertices(); int frame_index = frame_target.getNumVertices(); face_target.addVertex(location + glm::vec3(width * -0.5 * 0.99, height * 0.5 * 0.99, depth * -0.5 * 0.99)); face_target.addVertex(location + glm::vec3(width * 0.5 * 0.99, height * 0.5 * 0.99, depth * -0.5 * 0.99)); face_target.addVertex(location + glm::vec3(width * 0.5 * 0.99, height * 0.5 * 0.99, depth * 0.5 * 0.99)); face_target.addVertex(location + glm::vec3(width * -0.5 * 0.99, height * 0.5 * 0.99, depth * 0.5 * 0.99)); face_target.addVertex(location + glm::vec3(width * -0.5 * 0.99, height * -0.5 * 0.99, depth * -0.5 * 0.99)); face_target.addVertex(location + glm::vec3(width * 0.5 * 0.99, height * -0.5 * 0.99, depth * -0.5 * 0.99)); face_target.addVertex(location + glm::vec3(width * 0.5 * 0.99, height * -0.5 * 0.99, depth * 0.5 * 0.99)); face_target.addVertex(location + glm::vec3(width * -0.5 * 0.99, height * -0.5 * 0.99, depth * 0.5 * 0.99)); face_target.addIndex(face_index + 0); face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 2); face_target.addIndex(face_index + 0); face_target.addIndex(face_index + 2); face_target.addIndex(face_index + 3); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 5); face_target.addIndex(face_index + 6); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 6); face_target.addIndex(face_index + 7); face_target.addIndex(face_index + 0); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 5); face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 5); face_target.addIndex(face_index + 6); face_target.addIndex(face_index + 6); face_target.addIndex(face_index + 2); face_target.addIndex(face_index + 1); face_target.addIndex(face_index + 2); face_target.addIndex(face_index + 6); face_target.addIndex(face_index + 7); face_target.addIndex(face_index + 7); face_target.addIndex(face_index + 3); face_target.addIndex(face_index + 2); face_target.addIndex(face_index + 3); face_target.addIndex(face_index + 7); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 4); face_target.addIndex(face_index + 0); face_target.addIndex(face_index + 3); frame_target.addVertex(location + glm::vec3(width * -0.5, height * 0.5, depth * -0.5)); frame_target.addVertex(location + glm::vec3(width * 0.5, height * 0.5, depth * -0.5)); frame_target.addVertex(location + glm::vec3(width * 0.5, height * 0.5, depth * 0.5)); frame_target.addVertex(location + glm::vec3(width * -0.5, height * 0.5, depth * 0.5)); frame_target.addVertex(location + glm::vec3(width * -0.5, height * -0.5, depth * -0.5)); frame_target.addVertex(location + glm::vec3(width * 0.5, height * -0.5, depth * -0.5)); frame_target.addVertex(location + glm::vec3(width * 0.5, height * -0.5, depth * 0.5)); frame_target.addVertex(location + glm::vec3(width * -0.5, height * -0.5, depth * 0.5)); frame_target.addIndex(frame_index + 0); frame_target.addIndex(frame_index + 1); frame_target.addIndex(frame_index + 1); frame_target.addIndex(frame_index + 2); frame_target.addIndex(frame_index + 2); frame_target.addIndex(frame_index + 3); frame_target.addIndex(frame_index + 3); frame_target.addIndex(frame_index + 0); frame_target.addIndex(frame_index + 4); frame_target.addIndex(frame_index + 5); frame_target.addIndex(frame_index + 5); frame_target.addIndex(frame_index + 6); frame_target.addIndex(frame_index + 6); frame_target.addIndex(frame_index + 7); frame_target.addIndex(frame_index + 7); frame_target.addIndex(frame_index + 4); frame_target.addIndex(frame_index + 0); frame_target.addIndex(frame_index + 4); frame_target.addIndex(frame_index + 1); frame_target.addIndex(frame_index + 5); frame_target.addIndex(frame_index + 2); frame_target.addIndex(frame_index + 6); frame_target.addIndex(frame_index + 3); frame_target.addIndex(frame_index + 7); for (int i = 0; i < 8; i++) { face_target.addColor(color); frame_target.addColor(ofColor(39)); } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |