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速度を回転に。
velocity to rotation.
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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) {}; float radius; ofxBox2d box2d; vector<shared_ptr<ofxBox2dCircle>> circles; vector<glm::vec3> rotation_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(0); ofEnableDepthTest(); this->radius = 30; this->box2d.init(); this->box2d.setGravity(0, 0); this->box2d.createBounds(30, 30, ofGetWidth() - 60, ofGetHeight() - 60); 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, 0.1); circle->setup(this->box2d.getWorld(), ofRandom(30, ofGetWidth() - 30), ofRandom(30, ofGetHeight() - 30), this->radius); this->circles.push_back(circle); this->rotation_list.push_back(glm::vec3(ofRandom(360), ofRandom(360), ofRandom(360))); } } //-------------------------------------------------------------- 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, 1.8, 0.002)); this->circles[j]->addForce(this->circles[j]->getPosition() - this->circles[i]->getPosition(), ofMap(distance, this->radius, this->radius * 4, 1.8, 0.002)); } } } this->box2d.update(); } //-------------------------------------------------------------- void ofApp::draw() { auto threshold = 110; ofColor color; ofSetLineWidth(2); vector<glm::vec2> locations; for (int i = 0; i < this->circles.size(); i++) { glm::vec2 location = this->circles[i]->getPosition(); locations.push_back(location); ofPushMatrix(); ofTranslate(location.x, location.y); this->rotation_list[i].x += this->circles[i]->getVelocity().length() * 3; this->rotation_list[i].y += this->circles[i]->getVelocity().length() * 3; this->rotation_list[i].z += this->circles[i]->getVelocity().length() * 3; ofRotateZ(this->rotation_list[i].z); ofRotateY(this->rotation_list[i].y); ofRotateX(this->rotation_list[i].x); auto hue = ofMap(i, 0, this->circles.size(), 0, 255); color.setHsb(hue, 255, 255); ofSetColor(color); ofDrawCircle(glm::vec2(), this->radius * 0.5); ofPopMatrix(); } ofSetColor(255); ofSetLineWidth(0.5); for (auto& location : locations) { int word_index = 0; 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); ofPushMatrix(); ofTranslate(location); ofNoFill(); ofBeginShape(); for (auto deg = direction - width * 0.5; deg <= direction + width * 0.5; deg++) { ofVertex(radius * cos(deg * DEG_TO_RAD), radius * sin(deg * DEG_TO_RAD)); } ofEndShape(); ofDrawLine(glm::vec2(radius * cos(direction * DEG_TO_RAD), radius * sin(direction * DEG_TO_RAD)), (other - location) + glm::vec2(radius * cos((180 + direction) * DEG_TO_RAD), radius * sin((180 + direction) * DEG_TO_RAD))); ofPopMatrix(); } } } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |