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初期位置に戻ろうとするBoxと吸引力をもつSphereを配置しました。昨日の落書きの改造版です。
SphereがBoxを引き付ける力は強いので、Boxは近づいてきたSphereに絡めとられてしまいますが、初期位置との距離が離れれば離れる程、Boxが戻ろうとする力が強くなるので、離れすぎたBoxはSphereから離脱するのが出てきます。
反発・吸引共に面白いので、次はこれをLeap Motionで操る事をしたいですね。
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#pragma once #include "ofMain.h" #include "ofxBullet.h" class ofApp : public ofBaseApp { public: ~ofApp(); 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; ofLight light; ofxBulletWorldRigid world; vector<ofxBulletBox*> boxes; vector<ofColor> bxes_color; vector<ofVec3f> boxes_location; ofVec3f hater_location; }; |
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#include "ofApp.h" //-------------------------------------------------------------- ofApp::~ofApp() { for (ofxBulletBox* tmp : this->boxes) { delete tmp; } this->boxes.clear(); } //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofEnableDepthTest(); ofBackground(0); ofSetWindowTitle("Insta"); this->world.setup(); this->world.setGravity(ofVec3f(0.0, 0.0, 0.0)); float size = 15; for (float x = -100; x < 100; x += size) { for (float y = -100; y < 100; y += size) { for (float z = -100; z < 100; z += size) { ofxBulletBox* box = new ofxBulletBox(); box->create(this->world.world, ofVec3f(x, y, z), 1.0, size, size, size); box->setRestitution(1.0); box->add(); this->boxes.push_back(box); ofColor color; color.setHsb(ofRandom(255), 255, 255); this->bxes_color.push_back(color); this->boxes_location.push_back(ofVec3f(x, y, z)); } } } this->light.setPosition(ofVec3f(0, 0, 512)); ofEnableLighting(); this->light.enable(); } //-------------------------------------------------------------- void ofApp::update() { ofVec3f diff; for (int i = 0; i < this->boxes.size(); i++) { diff = this->boxes_location[i] - this->boxes[i]->getPosition(); diff *= 20; this->boxes[i]->applyCentralForce(diff); } float x = ofMap(ofNoise(ofGetFrameNum() * 0.01), 0, 1, -1000, 1000); float y = ofMap(ofNoise((ofGetFrameNum() + 100) * 0.01), 0, 1, -1000, 1000); float z = ofMap(ofNoise((ofGetFrameNum() + 200) * 0.01), 0, 1, -1000, 1000); this->hater_location = ofVec3f(x, y, z); for (int i = 0; i < this->boxes.size(); i++) { diff = this->boxes[i]->getPosition() - this->hater_location; if (diff.length() < 150) { diff *= ofMap(diff.length(), 0, 150, -300, 10); this->boxes[i]->applyCentralForce(diff); } } this->world.update(); } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); for (int i = 0; i < this->boxes.size(); i++) { ofSetColor(this->bxes_color[i]); this->boxes[i]->draw(); //ofDrawLine(this->boxes[i]->getPosition(), this->boxes_location[i]); } ofSetColor(200); ofDrawSphere(this->hater_location, 30); this->cam.end(); } //======================================================================== int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |