[ Video ]
[ About ]
速度からパーティクルを生成。お互いに近いパーティクル同士で線を引く。
Create particle from velocity. And, connecting near particles.
[ 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 |
#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> noise_seed_list; vector<glm::vec2> location_list; vector<glm::vec2> velocity_list; }; |
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 |
#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofSetColor(39); for (int i = 0; i < 2; i++) { this->noise_seed_list.push_back(glm::vec2(ofRandom(1000), ofRandom(1000))); } } //-------------------------------------------------------------- void ofApp::update() { for (auto& noise_seed : this->noise_seed_list) { auto location = glm::vec2(ofMap(ofNoise(noise_seed.x, ofGetFrameNum() * 0.003), 0, 1, 100, ofGetWidth() - 100), ofMap(ofNoise(noise_seed.y, ofGetFrameNum() * 0.003), 0, 1, 100, ofGetHeight() - 100)); auto next = glm::vec2(ofMap(ofNoise(noise_seed.x, (ofGetFrameNum() + 1) * 0.003), 0, 1, 100, ofGetWidth() - 100), ofMap(ofNoise(noise_seed.y, (ofGetFrameNum() + 1) * 0.003), 0, 1, 100, ofGetHeight() - 100)); auto distance = location - next; distance *= 2; auto future = location + distance * 30; auto random_deg = ofRandom(360); future += glm::vec2(30 * cos(random_deg * DEG_TO_RAD), 30 * sin(random_deg * DEG_TO_RAD)); auto future_distance = future - location; this->location_list.push_back(location); this->velocity_list.push_back(glm::normalize(future_distance) * glm::length(distance)); } for (int i = this->location_list.size() - 1; i > -1; i--) { this->location_list[i] += this->velocity_list[i]; this->velocity_list[i] *= 1.01; if (glm::distance(glm::vec2(ofGetWidth() * 0.5, ofGetHeight() * 0.5), this->location_list[i]) > 720) { this->location_list.erase(this->location_list.begin() + i); this->velocity_list.erase(this->velocity_list.begin() + i); } } } //-------------------------------------------------------------- void ofApp::draw() { for (auto& location : this->location_list) { ofDrawCircle(location, 5); for (auto& other : this->location_list) { if (location == other) continue; if (glm::distance(location, other) < 50) { ofDrawLine(location, other); } } } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |