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近づくと反発する矢印。
Arrows that repel when approached.
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#pragma once #include "ofMain.h" #include "ofxBox2d.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 draw_arrow(glm::vec2 location, glm::vec2 target, float size, ofColor fill_color, ofColor no_fill_color); float radius; ofxBox2d box2d; vector<shared_ptr<ofxBox2dCircle>> circles; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetColor(39); this->radius = 20; this->box2d.init(); this->box2d.setGravity(0, 0); this->box2d.createBounds(30, 30, 670, 670); this->box2d.setFPS(60); this->box2d.registerGrabbing(); for (int i = 0; i < 40; i++) { auto circle = make_shared<ofxBox2dCircle>(); circle->setPhysics(0.5, 0.63, 0.01); circle->setup(this->box2d.getWorld(), ofRandom(30, 670), ofRandom(30, 670), this->radius); this->circles.push_back(circle); } } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); for (int i = 0; i < this->circles.size(); i++) { for (int j = i + 1; j < this->circles.size(); j++) { float distance = this->circles[i]->getPosition().distance(this->circles[j]->getPosition()); if (distance < this->radius * 4) { this->circles[i]->addForce(this->circles[i]->getPosition() - this->circles[j]->getPosition(), ofMap(distance, this->radius, this->radius * 4, 1, 2)); this->circles[j]->addForce(this->circles[j]->getPosition() - this->circles[i]->getPosition(), ofMap(distance, this->radius, this->radius * 4, 1, 2)); } } } this->box2d.update(); } //-------------------------------------------------------------- void ofApp::draw() { auto threshold = 100; vector<glm::vec2> locations; for (int i = 0; i < this->circles.size(); i++) { glm::vec2 location = this->circles[i]->getPosition(); glm::vec2 velocity = glm::vec2(this->circles[i]->getVelocity()); this->draw_arrow(location, location + glm::normalize(velocity), this->radius, ofColor(39), ofColor(239)); locations.push_back(location); } ofSetColor(39); for (auto& location : locations) { for (auto& other : locations) { if (location == other) { continue; } auto distance = glm::distance(location, other); if (distance < threshold) { auto direction_rad = std::atan2(other.y - location.y, other.x - location.x); auto direction = direction_rad * RAD_TO_DEG; auto width = ofMap(distance, 0, threshold, 360, 0); ofNoFill(); ofSetLineWidth(2); ofBeginShape(); for (auto deg = direction - width * 0.65; deg <= direction + width * 0.65; deg++) { ofVertex(location.x + this->radius * cos(deg * DEG_TO_RAD), location.y + this->radius * sin(deg * DEG_TO_RAD)); } ofEndShape(); ofSetLineWidth(0.8); ofDrawLine(location + glm::vec2(this->radius * cos(direction * DEG_TO_RAD), this->radius * sin(direction * DEG_TO_RAD)), other + glm::vec2(this->radius * cos((180 + direction) * DEG_TO_RAD), this->radius * sin((180 + direction) * DEG_TO_RAD))); } } } ofSetLineWidth(2); ofDrawRectangle(30, 30, 670, 670); } //-------------------------------------------------------------- void ofApp::draw_arrow(glm::vec2 location, glm::vec2 target, float size, ofColor fill_color, ofColor no_fill_color) { auto angle = std::atan2(target.y - location.y, target.x - location.x); ofSetColor(fill_color); ofFill(); ofBeginShape(); ofVertex(location + glm::vec2(size * cos(angle), size * sin(angle))); ofVertex(location + glm::vec2(size * 0.5 * cos(angle + PI * 0.5), size * 0.5 * sin(angle + PI * 0.5))); ofVertex(location + glm::vec2(size * 0.5 * cos(angle - PI * 0.5), size * 0.5 * sin(angle - PI * 0.5))); ofEndShape(); ofBeginShape(); ofVertex(location + glm::vec2(size * 0.5 * cos(angle + PI * 0.5), size * 0.5 * sin(angle + PI * 0.5)) * 0.25); ofVertex(location + glm::vec2(size * 0.5 * cos(angle + PI * 0.5), size * 0.5 * sin(angle + PI * 0.5)) * 0.25 - glm::vec2(size * cos(angle), size * sin(angle)) * 0.5); ofVertex(location + glm::vec2(size * 0.5 * cos(angle - PI * 0.5), size * 0.5 * sin(angle - PI * 0.5)) * 0.25 - glm::vec2(size * cos(angle), size * sin(angle)) * 0.5); ofVertex(location + glm::vec2(size * 0.5 * cos(angle - PI * 0.5), size * 0.5 * sin(angle - PI * 0.5)) * 0.25); ofEndShape(); ofSetColor(no_fill_color); ofNoFill(); ofBeginShape(); ofVertex(location + glm::vec2(size * 0.5 * cos(angle + PI * 0.5), size * 0.5 * sin(angle + PI * 0.5)) * 0.25); ofVertex(location + glm::vec2(size * 0.5 * cos(angle + PI * 0.5), size * 0.5 * sin(angle + PI * 0.5))); ofVertex(location + glm::vec2(size * cos(angle), size * sin(angle))); ofVertex(location + glm::vec2(size * 0.5 * cos(angle - PI * 0.5), size * 0.5 * sin(angle - PI * 0.5))); ofVertex(location + glm::vec2(size * 0.5 * cos(angle - PI * 0.5), size * 0.5 * sin(angle - PI * 0.5)) * 0.25); ofEndShape(); ofBeginShape(); ofVertex(location + glm::vec2(size * 0.5 * cos(angle - PI * 0.5), size * 0.5 * sin(angle - PI * 0.5)) * 0.25); ofVertex(location + glm::vec2(size * 0.5 * cos(angle - PI * 0.5), size * 0.5 * sin(angle - PI * 0.5)) * 0.25 - glm::vec2(size * cos(angle), size * sin(angle)) * 0.5); ofVertex(location + glm::vec2(size * 0.5 * cos(angle + PI * 0.5), size * 0.5 * sin(angle + PI * 0.5)) * 0.25 - glm::vec2(size * cos(angle), size * sin(angle)) * 0.5); ofVertex(location + glm::vec2(size * 0.5 * cos(angle + PI * 0.5), size * 0.5 * sin(angle + PI * 0.5)) * 0.25); ofEndShape(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |