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ランダムウォークを指す。
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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 draw_arrow(glm::vec2 location, glm::vec2 target, float size, ofColor color); }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(255); ofSetLineWidth(2); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); } //-------------------------------------------------------------- void ofApp::draw() { ofTranslate(ofGetWidth() * 0.5, ofGetHeight() * 0.5); vector<glm::vec2> target_list; auto noise_seed = glm::vec2(ofRandom(1000), ofRandom(1000)); for (int i = 0; i < 5; i++) { target_list.push_back(glm::vec2( ofMap(ofNoise(noise_seed.x,i * 0.075 + ofGetFrameNum() * 0.005), 0, 1, -230, 230), ofMap(ofNoise(noise_seed.y, i * 0.075 + ofGetFrameNum() * 0.005), 0, 1, -230, 230))); } for (auto& target : target_list) { ofDrawCircle(target, 8); } ofNoFill(); ofBeginShape(); ofVertices(target_list); ofEndShape(); for (int deg = 0; deg < 360; deg += 10) { int x = 300 * cos(deg * DEG_TO_RAD); int y = 300 * sin(deg * DEG_TO_RAD); auto target = target_list[0]; auto distance = glm::distance(glm::vec2(x, y), target_list[0]); for (int i = 1; i < target_list.size(); i++) { if (distance > glm::distance(glm::vec2(x, y), target_list[i])) { target = target_list[i]; distance = glm::distance(glm::vec2(x, y), target_list[i]); } } this->draw_arrow(glm::vec2(x, y), target, 18, ofColor(0)); } } //-------------------------------------------------------------- void ofApp::draw_arrow(glm::vec2 location, glm::vec2 target, float size, ofColor color) { auto angle = std::atan2(target.y - location.y, target.x - location.x); auto translate_location = target - glm::vec2(size * 3 * cos(angle), size * 3 * sin(angle)); auto distance = glm::distance(translate_location, location); ofPushMatrix(); ofTranslate(translate_location); ofSetColor(color); ofFill(); ofBeginShape(); ofVertex(glm::vec2(size * cos(angle), size * sin(angle))); ofVertex(glm::vec2(size * 0.25 * cos(angle + PI * 0.5), size * 0.25 * sin(angle + PI * 0.5))); ofVertex(glm::vec2(size * 0.25 * cos(angle - PI * 0.5), size * 0.25 * sin(angle - PI * 0.5))); ofEndShape(); ofBeginShape(); ofVertex(glm::vec2(size * 0.25 * cos(angle + PI * 0.5), size * 0.25 * sin(angle + PI * 0.5)) * 0.25); ofVertex(glm::vec2(size * 0.25 * cos(angle + PI * 0.5), size * 0.25 * sin(angle + PI * 0.5)) * 0.25 - glm::vec2(distance * cos(angle), distance * sin(angle))); ofVertex(glm::vec2(size * 0.25 * cos(angle - PI * 0.5), size * 0.25 * sin(angle - PI * 0.5)) * 0.25 - glm::vec2(distance * cos(angle), distance * sin(angle))); ofVertex(glm::vec2(size * 0.25 * cos(angle - PI * 0.5), size * 0.25 * sin(angle - PI * 0.5)) * 0.25); ofEndShape(); ofPopMatrix(); ofDrawCircle(location, 5); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |