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ランダムウォークから生成されたランダムウォーク。
Random walker creating by random walker.
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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) {}; ofEasyCam cam; vector<glm::vec2> noise_seed_list; vector<glm::vec3> noise_location_list; vector<glm::vec3> location_list; vector<vector<int>> next_index_list; vector<unique_ptr<Actor>> actor_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetLineWidth(2); auto span = 20; for (int x = -300; x <= 300; x += span) { for (int y = -300; y <= 300; y += span) { this->location_list.push_back(glm::vec3(x, y, 0)); } } 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 < 2; i++) { this->noise_seed_list.push_back(glm::vec2(ofRandom(1000), ofRandom(1000))); this->noise_location_list.push_back(glm::vec3()); } } //-------------------------------------------------------------- void ofApp::update() { int frame_span = 15; int prev_index_size = 0; for (int i = 0; i < this->noise_seed_list.size(); i++) { this->noise_location_list[i] = glm::vec3(ofMap(ofNoise(this->noise_seed_list[i].x, ofGetFrameNum() * 0.008), 0, 1, -350, 350), ofMap(ofNoise(this->noise_seed_list[i].y, ofGetFrameNum() * 0.008), 0, 1, -350, 350), 0); for (int k = 0; k < this->location_list.size(); k++) { auto distance = glm::distance(this->noise_location_list[i], this->location_list[k]); if (distance < 10) { this->actor_list.push_back(make_unique<Actor>(k)); } } } for (auto& actor : this->actor_list) { actor->update(frame_span, this->location_list, this->next_index_list); } for (int i = this->actor_list.size() - 1; i >= 0; i--) { if (this->actor_list[i]->isDead()) { this->actor_list.erase(this->actor_list.begin() + i); } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotate(90); ofRotateY(180); for (auto& actor : this->actor_list) { actor->draw(); } for (auto& noise_location : this->noise_location_list) { ofNoFill(); ofDrawCircle(noise_location, 10); } this->cam.end(); } //-------------------------------------------------------------- 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); Actor(int select_index); void update(int& frame_span, vector<glm::vec3>& location_list, vector<vector<int>>& next_index_list); void draw(); bool isDead(); private: int select_index; int next_index; int life; glm::vec3 location; std::deque<glm::vec3> log; }; |
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#include "Actor.h" //-------------------------------------------------------------- Actor::Actor(vector<glm::vec3>& location_list) { this->select_index = ofRandom(location_list.size()); this->next_index = this->select_index; this->life = 100; } //-------------------------------------------------------------- Actor::Actor(int select_index) { this->select_index = select_index; this->next_index = this->select_index; this->life = 100; } //-------------------------------------------------------------- void Actor::update(int& frame_span, vector<glm::vec3>& location_list, vector<vector<int>>& next_index_list) { if (ofGetFrameNum() % frame_span == 0) { this->select_index = this->next_index; this->next_index = next_index_list[this->select_index][(int)ofRandom(next_index_list[this->select_index].size())]; } 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; this->log.push_front(this->location); while (this->log.size() > 50) { this->log.pop_back(); } this->life--; } //-------------------------------------------------------------- void Actor::draw() { ofSetColor(39); ofFill(); ofDrawCircle(this->log.front(), 3); ofNoFill(); ofBeginShape(); for (auto& l : this->log) { ofVertex(l); } ofEndShape(); } //-------------------------------------------------------------- bool Actor::isDead() { return this->life < 0; } |