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ランダムに生成した座標を飛び交うライン
Line is moving on random coordinates.
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						#pragma once #include "ofMain.h" #include "Particle.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 mouseEntered(int x, int y) {}; 	void mouseExited(int x, int y) {}; 	void windowResized(int w, int h) {}; 	void dragEvent(ofDragInfo dragInfo) {}; 	void gotMessage(ofMessage msg) {}; 	ofEasyCam cam; 	ofFbo fbo; 	vector<Particle> particles; 	vector<glm::vec3> locations; 	vector<vector<int>> next_indexes; };  | 
					
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						#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { 	ofSetFrameRate(60); 	ofSetWindowTitle("openframeworks"); 	ofBackground(39); 	ofSetColor(239); 	ofSetLineWidth(1.5); 	ofEnableDepthTest(); 	for (int i = 0; i < 2048; i++) { 		this->locations.push_back(glm::vec3(ofRandom(-ofGetWidth() * 0.5, ofGetWidth() * 0.5), ofRandom(-ofGetHeight() * 0.5, ofGetHeight() * 0.5), ofRandom(-360, 360))); 	} 	for (int i = 0; i < this->locations.size(); i++) { 		vector<int> next_index = vector<int>(); 		for (int j = 0; j < this->locations.size(); j++) { 			if (i == j) { continue; } 			glm::vec3 distance = this->locations[i] - this->locations[j]; 			if (glm::length(distance) <= 100) { 				next_index.push_back(j); 			} 		} 		this->next_indexes.push_back(next_index); 	} 	for (int i = 0; i < 80; i++) { this->particles.push_back(Particle(this->locations, this->next_indexes)); } } //-------------------------------------------------------------- void ofApp::update() { 	for (Particle& particle : particles) { particle.Upate(); } } //-------------------------------------------------------------- void ofApp::draw() { 	this->cam.begin(); 	ofRotateX(180); 	ofRotateY(ofGetFrameNum() * -0.5); 	for (Particle& particle : particles) { particle.Draw(); } 	this->cam.end(); } //-------------------------------------------------------------- int main() { 	ofSetupOpenGL(720, 720, OF_WINDOW); 	ofRunApp(new ofApp()); }  | 
					
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						#pragma once #include "ofMain.h" class Particle { public: 	Particle(vector<glm::vec3> locations, vector<vector<int>> next_indexes); 	~Particle(); 	void Upate(); 	void Draw(); 	ofPoint location; private: 	vector<glm::vec3> locations; 	vector<vector<int>> next_indexes; 	int locations_index; 	int next_index; 	std::deque<glm::vec3> logs; };  | 
					
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						#include "Particle.h" //-------------------------------------------------------------- Particle::Particle(vector<glm::vec3> locations, vector<vector<int>> next_indexes) { 	this->locations = locations; 	this->next_indexes = next_indexes; 	this->locations_index = (int)ofRandom(this->locations.size()); 	this->next_index = this->next_indexes[this->locations_index][(int)ofRandom(this->next_indexes[this->locations_index].size())]; } //-------------------------------------------------------------- Particle::~Particle() { } //-------------------------------------------------------------- void Particle::Upate() { 	int frame_span = 10; 	if (ofGetFrameNum() % frame_span == 0) { 		this->locations_index = this->next_index; 		this->next_index = this->next_indexes[this->locations_index][(int)ofRandom(this->next_indexes[this->locations_index].size())]; 	} 	glm::vec3 distance = this->locations[this->next_index] - this->locations[this->locations_index]; 	this->location = this->locations[this->locations_index] + distance / frame_span * (ofGetFrameNum() % frame_span); 	this->logs.push_front(this->location); 	while (this->logs.size() > 10) { this->logs.pop_back(); } } //-------------------------------------------------------------- void Particle::Draw() { 	ofFill(); 	//ofDrawSphere(this->location, 3); 	ofNoFill(); 	ofBeginShape(); 	for (glm::vec3& log : this->logs) { 		ofVertex(log); 	} 	ofEndShape(); }  |