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さよなら2018年
2018 last day.
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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 windowResized(int w, int h) {}; void dragEvent(ofDragInfo dragInfo) {}; void gotMessage(ofMessage msg) {}; ofEasyCam cam; ofTrueTypeFont font; int number_of_particle; vector<unique_ptr<Particle>> particles; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(39); ofSetLineWidth(1.5); ofEnableDepthTest(); font.loadFont("fonts/Kazesawa-bold.ttf", 150, true, true, true); this->number_of_particle = 120; for (int i = 0; i < this->number_of_particle; i++) { auto particle = make_unique<Particle>(); this->particles.push_back(move(particle)); } } //-------------------------------------------------------------- void ofApp::update() { for (auto& particle : this->particles) { particle->think(this->particles); } for (auto& particle : this->particles) { particle->update(); } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofSetColor(239); this->font.drawString("2018", -this->font.stringWidth("2018") * 0.5, -this->font.stringHeight("2018") * 0.5); for (auto& particle : this->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(); ~Particle(); void think(vector<unique_ptr<Particle>>& particles); void update(); void draw(); glm::vec3 separate(vector<unique_ptr<Particle>>& particles); glm::vec3 align(vector<unique_ptr<Particle>>& particles); glm::vec3 cohesion(vector<unique_ptr<Particle>>& particles); glm::vec3 seek(glm::vec3 target); void applyForce(glm::vec3 force); private: glm::vec3 location; glm::vec3 velocity; glm::vec3 acceleration; deque<glm::vec3> log; float range; float max_force; float max_speed; ofColor color; }; |
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#include "Particle.h" Particle::Particle() { this->location = glm::vec3(ofRandom(-300, 300), ofRandom(-300, 300), ofRandom(-300, 300)); this->velocity = glm::vec3(ofRandom(-1, 1), ofRandom(-1, 1), ofRandom(-1, 1)); this->range = 40; this->max_force = 1; this->max_speed = 8; this->color = ofColor(239); } Particle::~Particle() { } void Particle::think(vector<unique_ptr<Particle>>& particles) { // 分離 glm::vec3 separate = this->separate(particles); this->applyForce(separate * 1.05); // 整列 glm::vec3 align = this->align(particles); this->applyForce(align); // 結合 glm::vec3 cohesion = this->cohesion(particles); this->applyForce(cohesion); // 自我 if (glm::length(this->velocity) > 0) { glm::vec3 feature = this->location + glm::normalize(velocity) * this->range; glm::vec3 target = feature + glm::normalize(glm::vec3(ofRandom(-1, 1), ofRandom(-1, 1), ofRandom(-1, 1))) * this->range * 0.5; glm::vec3 ego = this->seek(target); this->applyForce(ego); } // 境界 if (glm::length(this->location - glm::vec3()) > 400) { glm::vec3 area = this->seek(glm::vec3()); this->applyForce(area * 5); } } void Particle::update() { // 前進 this->velocity += this->acceleration; if (glm::length(this->velocity) > this->max_speed) { this->velocity = glm::normalize(this->velocity) * this->max_speed; } this->location += this->velocity; this->acceleration *= 0; this->velocity *= 0.9; this->log.push_front(this->location); while (this->log.size() > 10) { this->log.pop_back(); } } void Particle::draw() { ofSetColor(color); ofDrawSphere(this->location, 5); for (int i = 0; i < this->log.size() - 1; i++) { ofSetColor(color, ofMap(i, 0, this->log.size() - 1, 255, 0)); ofDrawLine(this->log[i], this->log[i + 1]); } } glm::vec3 Particle::separate(vector<unique_ptr<Particle>>& particles) { float tmp_range = this->range * 0.5; glm::vec3 result; glm::vec3 sum; int count = 0; for (auto& other : particles) { glm::vec3 difference = this->location - other->location; float len = glm::length(difference); if (len > 0 && len < tmp_range) { sum += glm::normalize(difference); count++; } } if (count > 0) { glm::vec3 avg = sum / count; avg = avg * this->max_speed; if (glm::length(avg) > this->max_speed) { avg = glm::normalize(avg) * this->max_speed; } glm::vec3 steer = avg - this->velocity; if (glm::length(steer) > this->max_force) { steer = glm::normalize(steer) * this->max_force; } result = steer; } return result; } glm::vec3 Particle::align(vector<unique_ptr<Particle>>& particles) { float tmp_range = this->range; glm::vec3 result; glm::vec3 sum; int count = 0; for (auto& other : particles) { glm::vec3 difference = this->location - other->location; float len = glm::length(difference); if (len > 0 && len < tmp_range) { sum += other->velocity; count++; } } if (count > 0) { glm::vec3 avg = sum / count; avg = avg * this->max_speed; if (glm::length(avg) > this->max_speed) { avg = glm::normalize(avg) * this->max_speed; } glm::vec3 steer = avg - this->velocity; if (glm::length(steer) > this->max_force) { steer = glm::normalize(steer) * this->max_force; } result = steer; } return result; } glm::vec3 Particle::cohesion(vector<unique_ptr<Particle>>& particles) { float tmp_range = this->range * 0.5; glm::vec3 result; glm::vec3 sum; int count = 0; for (auto& other : particles) { glm::vec3 difference = this->location - other->location; float len = glm::length(difference); if (len > 0 && len < tmp_range) { sum += other->location; count++; } } if (count > 0) { result = this->seek(sum / count); } return result; } glm::vec3 Particle::seek(glm::vec3 target) { glm::vec3 desired = target - this->location; float distance = glm::length(desired); desired = glm::normalize(desired); desired *= distance < this->range ? ofMap(distance, 0, this->range, 0, this->max_speed) : max_speed; glm::vec3 steer = desired - this->velocity; if (glm::length(steer) > this->max_force) { steer = glm::normalize(steer) * this->max_force; } return steer; } void Particle::applyForce(glm::vec3 force) { this->acceleration += force; } |