[ Video ]
[ About ]
エージェントはお互いに反発します。周りの円によって作用している力が可視化されました。物理エンジンはofxBox2dです。
Agents are rebounding each other. Force has been visualized by the around circle. Physic engine is ofxBox2d.
[ Source ]
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 |
#pragma once #include "ofMain.h" #include "ofxBox2d.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) {}; float radius; ofxBox2d box2d; vector<shared_ptr<ofxBox2dCircle>> circles; }; |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 |
#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetColor(39); ofFill(); this->radius = 25; this->box2d.init(); this->box2d.setGravity(0, 0); this->box2d.createBounds(); this->box2d.setFPS(60); this->box2d.registerGrabbing(); for (int i = 0; i < 50; i++) { auto circle = make_shared<ofxBox2dCircle>(); circle->setPhysics(0.5, 0.63, 0.1); circle->setup(this->box2d.getWorld(), ofRandom(0, ofGetWidth()), ofRandom(0, ofGetHeight()), this->radius); this->circles.push_back(circle); } } //-------------------------------------------------------------- void ofApp::update() { for (int i = 0; i < this->circles.size(); i++) { for (int j = i + 1; j < this->circles.size(); j++) { float distance = this->circles[i]->getPosition().distance(this->circles[j]->getPosition()); if (distance < this->radius * 4) { this->circles[i]->addForce(this->circles[i]->getPosition() - this->circles[j]->getPosition(), ofMap(distance, this->radius, this->radius * 4, 0.5, 0.002)); this->circles[j]->addForce(this->circles[j]->getPosition() - this->circles[i]->getPosition(), ofMap(distance, this->radius, this->radius * 4, 0.5, 0.002)); } } } this->box2d.update(); } //-------------------------------------------------------------- void ofApp::draw() { for (int i = 0; i < this->circles.size(); i++) { ofDrawCircle(this->circles[i]->getPosition(), this->radius * 0.2); for (int j = 0; j < this->circles.size(); j++) { if (i == j) { continue; } glm::vec2 my = glm::vec2(this->circles[i]->getPosition().x, this->circles[i]->getPosition().y); glm::vec2 you = glm::vec2(this->circles[j]->getPosition().x, this->circles[j]->getPosition().y); glm::vec2 distance = my - you; if (glm::length(distance) < this->radius * 4) { float my_rad = std::atan2(you.y - my.y, you.x - my.x); float you_rad = std::atan2(my.y - you.y, my.x - you.x); glm::vec2 my_point = my + glm::vec2(radius * cos(my_rad), radius * sin(my_rad)); glm::vec2 you_point = you + glm::vec2(radius * cos(you_rad), radius * sin(you_rad)); ofDrawLine(my_point, you_point); float rad_span = PI / ofMap(glm::length(distance), this->radius * 2, this->radius * 4, 1, 10); float rad_step = rad_span / 10; ofBeginShape(); for (float r = you_rad - rad_span; r <= you_rad + rad_span; r += rad_step) { ofVertex(you + glm::vec2(radius * cos(r), radius * sin(r))); } for (float r = you_rad + rad_span; r >= you_rad - rad_span; r -= rad_step) { ofVertex(you + glm::vec2(radius * 0.5 * cos(r), radius * 0.5 * sin(r))); } ofEndShape(true); } } } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |