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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(); } |