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エージェントは自分の色を持っいます。エージェント同士が近づくと円が発生し、円は相手の色と距離で形状が変化します。
Agent has own color. When agents approach each other, a circle arises, and circle changes shape with the color and distance of the other party.
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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) {}; vector<glm::vec2> locations; vector<ofColor> colors; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(0); ofEnableBlendMode(ofBlendMode::OF_BLENDMODE_ADD); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->locations.clear(); for (int i = 0; i < 35; i++) { glm::vec2 location = glm::vec2(ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * ofRandom(0.001, 0.0005)), 0, 1, 0, ofGetWidth()), ofMap(ofNoise(ofRandom(1000), ofGetFrameNum() * ofRandom(0.001, 0.0005)), 0, 1, 0, ofGetHeight())); this->locations.push_back(location); ofColor color; color.setHsb(ofMap(i, 0, 30, 0, 255), 200, 255); this->colors.push_back(color); } } //-------------------------------------------------------------- void ofApp::draw() { float radius = 30; for (int i = 0; i < this->locations.size(); i++) { ofSetColor(this->colors[i]); ofDrawCircle(this->locations[i], radius * 0.1); for (int j = 0; j < this->locations.size(); j++) { if (i == j) { continue; } glm::vec2 distance = this->locations[i] - this->locations[j]; float distance_lenght = glm::length(distance); if (distance_lenght < 110) { float angle = std::atan2(this->locations[j].y - this->locations[i].y, this->locations[j].x - this->locations[i].x); float near_angle = std::atan2(this->locations[i].y - this->locations[j].y, this->locations[i].x - this->locations[j].x); glm::vec2 point = this->locations[i] + glm::vec2(radius * cos(angle), radius * sin(angle)); glm::vec2 near_point = this->locations[j] + glm::vec2(radius * cos(near_angle), radius * sin(near_angle)); ofDrawLine(point, near_point); float rad_span = PI / ofMap(distance_lenght, 0, 110, 30, 1); ofBeginShape(); for (float rad = near_angle - rad_span; rad <= near_angle + rad_span; rad += PI / 60) { ofVertex(this->locations[j] + glm::vec2(radius * 0.8 * cos(rad), radius * 0.8 * sin(rad))); } for (float rad = near_angle + rad_span; rad >= near_angle - rad_span; rad -= PI / 60) { ofVertex(this->locations[j] + glm::vec2(radius * 0.3 * cos(rad), radius * 0.3 * sin(rad))); } ofEndShape(true); } } } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |