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2019年もお世話になりました。良いお年を!
Goodbye 2019.
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#pragma once #include "ofMain.h" #include "Actor.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) {}; void setBoxToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float size); void setBoxToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float height, float width, float depth); ofEasyCam cam; vector<glm::vec3> location_list; vector<vector<int>> next_index_list; vector<int> destination_list; vector<Actor*> actors; ofMesh face_mesh, frame_mesh; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofEnableDepthTest(); this->frame_mesh.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); ofFbo fbo; fbo.allocate(ofGetWidth(), ofGetHeight()); fbo.begin(); ofTranslate(ofGetWidth() * 0.5, ofGetHeight() * 0.5); ofClear(0); ofSetColor(0); ofTrueTypeFont font; font.loadFont("fonts/Kazesawa-Bold.ttf", 200, true, true, true); /* https://github.com/kazesawa/kazesawa */ font.drawString("20", font.stringWidth("20") * -0.5, font.stringHeight("20") * -0.05); font.drawString("19", font.stringWidth("19") * -0.5, font.stringHeight("19") * 1.05); fbo.end(); ofPixels pixels; fbo.readToPixels(pixels); auto span = 10; ofColor pix_color; for (int x = 0; x < fbo.getWidth(); x += span) { for (int y = 0; y < fbo.getHeight(); y += span) { pix_color = pixels.getColor(x, y); if (pix_color != ofColor(0, 0)) { for (int z = span * -2; z <= span * 2; z += span) { this->location_list.push_back(glm::vec3(x - ofGetWidth() * 0.5, y - ofGetHeight() * 0.5, z)); } } } } for (auto& location : this->location_list) { vector<int> next_index = vector<int>(); int index = -1; for (auto& other : this->location_list) { index++; if (location == other) { continue; } float distance = glm::distance(location, other); if (distance <= span) { next_index.push_back(index); } } this->next_index_list.push_back(next_index); } for (int i = 0; i < 1800; i++) { this->actors.push_back(new Actor(this->location_list, this->next_index_list, this->destination_list)); } } //-------------------------------------------------------------- void ofApp::update() { int frame_span = 15; int prev_index_size = 0; if (ofGetFrameNum() % frame_span == 0) { prev_index_size = this->destination_list.size(); } for (auto actor : this->actors) { actor->update(frame_span, this->location_list, this->next_index_list, this->destination_list); } if (prev_index_size != 0) { this->destination_list.erase(this->destination_list.begin(), this->destination_list.begin() + prev_index_size); } this->face_mesh.clear(); this->frame_mesh.clear(); for (auto actor : this->actors) { this->setBoxToMesh(this->face_mesh, this->frame_mesh, actor->getLocation(), 10); } for (auto& vertex : this->face_mesh.getVertices()) { auto value = ofMap(ofNoise(vertex.x * 0.008, vertex.y * 0.008, vertex.z * 0.008, ofGetFrameNum() * 0.01), 0, 1, 0, 255); this->face_mesh.addColor(ofColor(value)); this->frame_mesh.addColor(ofColor(255 - value)); } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateX(180); ofRotateY(ofGetFrameNum() * 2); this->face_mesh.drawFaces(); this->frame_mesh.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- void ofApp::setBoxToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float size) { this->setBoxToMesh(face_target, frame_target, location, size, size, size); } //-------------------------------------------------------------- void ofApp::setBoxToMesh(ofMesh& face_target, ofMesh& frame_target, glm::vec3 location, float height, float width, float depth) { int index = face_target.getVertices().size(); face_target.addVertex(location + glm::vec3(width * -0.5 * 0.99, height * 0.5 * 0.99, depth * -0.5 * 0.99)); face_target.addVertex(location + glm::vec3(width * 0.5 * 0.99, height * 0.5 * 0.99, depth * -0.5 * 0.99)); face_target.addVertex(location + glm::vec3(width * 0.5 * 0.99, height * 0.5 * 0.99, depth * 0.5 * 0.99)); face_target.addVertex(location + glm::vec3(width * -0.5 * 0.99, height * 0.5 * 0.99, depth * 0.5 * 0.99)); face_target.addVertex(location + glm::vec3(width * -0.5 * 0.99, height * -0.5 * 0.99, depth * -0.5 * 0.99)); face_target.addVertex(location + glm::vec3(width * 0.5 * 0.99, height * -0.5 * 0.99, depth * -0.5 * 0.99)); face_target.addVertex(location + glm::vec3(width * 0.5 * 0.99, height * -0.5 * 0.99, depth * 0.5 * 0.99)); face_target.addVertex(location + glm::vec3(width * -0.5 * 0.99, height * -0.5 * 0.99, depth * 0.5 * 0.99)); face_target.addIndex(index + 0); face_target.addIndex(index + 1); face_target.addIndex(index + 2); face_target.addIndex(index + 0); face_target.addIndex(index + 2); face_target.addIndex(index + 3); face_target.addIndex(index + 4); face_target.addIndex(index + 5); face_target.addIndex(index + 6); face_target.addIndex(index + 4); face_target.addIndex(index + 6); face_target.addIndex(index + 7); face_target.addIndex(index + 0); face_target.addIndex(index + 4); face_target.addIndex(index + 1); face_target.addIndex(index + 4); face_target.addIndex(index + 5); face_target.addIndex(index + 1); face_target.addIndex(index + 1); face_target.addIndex(index + 5); face_target.addIndex(index + 6); face_target.addIndex(index + 6); face_target.addIndex(index + 2); face_target.addIndex(index + 1); face_target.addIndex(index + 2); face_target.addIndex(index + 6); face_target.addIndex(index + 7); face_target.addIndex(index + 7); face_target.addIndex(index + 3); face_target.addIndex(index + 2); face_target.addIndex(index + 3); face_target.addIndex(index + 7); face_target.addIndex(index + 4); face_target.addIndex(index + 4); face_target.addIndex(index + 0); face_target.addIndex(index + 3); frame_target.addVertex(location + glm::vec3(width * -0.5, height * 0.5, depth * -0.5)); frame_target.addVertex(location + glm::vec3(width * 0.5, height * 0.5, depth * -0.5)); frame_target.addVertex(location + glm::vec3(width * 0.5, height * 0.5, depth * 0.5)); frame_target.addVertex(location + glm::vec3(width * -0.5, height * 0.5, depth * 0.5)); frame_target.addVertex(location + glm::vec3(width * -0.5, height * -0.5, depth * -0.5)); frame_target.addVertex(location + glm::vec3(width * 0.5, height * -0.5, depth * -0.5)); frame_target.addVertex(location + glm::vec3(width * 0.5, height * -0.5, depth * 0.5)); frame_target.addVertex(location + glm::vec3(width * -0.5, height * -0.5, depth * 0.5)); frame_target.addIndex(index + 0); frame_target.addIndex(index + 1); frame_target.addIndex(index + 1); frame_target.addIndex(index + 2); frame_target.addIndex(index + 2); frame_target.addIndex(index + 3); frame_target.addIndex(index + 3); frame_target.addIndex(index + 0); frame_target.addIndex(index + 4); frame_target.addIndex(index + 5); frame_target.addIndex(index + 5); frame_target.addIndex(index + 6); frame_target.addIndex(index + 6); frame_target.addIndex(index + 7); frame_target.addIndex(index + 7); frame_target.addIndex(index + 4); frame_target.addIndex(index + 0); frame_target.addIndex(index + 4); frame_target.addIndex(index + 1); frame_target.addIndex(index + 5); frame_target.addIndex(index + 2); frame_target.addIndex(index + 6); frame_target.addIndex(index + 3); frame_target.addIndex(index + 7); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |
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#pragma once #include "ofMain.h" class Actor { public: Actor(vector<glm::vec3>& location_list, vector<vector<int>>& next_index_list, vector<int>& destination_list); void update(int& frame_span, vector<glm::vec3>& location_list, vector<vector<int>>& next_index_list, vector<int>& destination_list); glm::vec3 getLocation(); glm::vec3 getSize(); private: int select_index; int next_index; glm::vec3 location; }; |
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#include "Actor.h" //-------------------------------------------------------------- Actor::Actor(vector<glm::vec3>& location_list, vector<vector<int>>& next_index_list, vector<int>& destination_list) { this->select_index = ofRandom(location_list.size()); while (true) { auto itr = find(destination_list.begin(), destination_list.end(), this->select_index); if (itr == destination_list.end()) { destination_list.push_back(this->select_index); break; } this->select_index = (this->select_index + 1) % location_list.size(); } this->next_index = this->select_index; } //-------------------------------------------------------------- void Actor::update(int& frame_span, vector<glm::vec3>& location_list, vector<vector<int>>& next_index_list, vector<int>& destination_list) { if (ofGetFrameNum() % frame_span == 0) { auto tmp_index = this->select_index; this->select_index = this->next_index; int retry = next_index_list[this->select_index].size(); this->next_index = next_index_list[this->select_index][(int)ofRandom(next_index_list[this->select_index].size())]; while (--retry > 0) { auto destination_itr = find(destination_list.begin(), destination_list.end(), this->next_index); if (destination_itr == destination_list.end()) { if (tmp_index != this->next_index) { destination_list.push_back(this->next_index); break; } } this->next_index = next_index_list[this->select_index][(this->next_index + 1) % next_index_list[this->select_index].size()]; } if (retry <= 0) { destination_list.push_back(this->select_index); this->next_index = this->select_index; } } auto param = ofGetFrameNum() % frame_span; auto distance = location_list[this->next_index] - location_list[this->select_index]; this->location = location_list[this->select_index] + distance / frame_span * param; } //-------------------------------------------------------------- glm::vec3 Actor::getLocation() { return this->location = this->location; } |