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勾玉ドロップ。
Magatama drop.
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#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) {}; void draw_MAGATAMA(glm::vec2 location, float radius, float rotate_deg, ofColor color); vector<ofColor> base_color_list; ofxBox2d box2d; vector<shared_ptr<ofxBox2dCircle>> circle_list; vector<float> radius_list; vector<pair<ofColor, ofColor>> color_list; vector<float> life_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetColor(2); ofColor color; vector<int> hex_list = { 0xef476f, 0xffd166, 0x06d6a0, 0x118ab2, 0x073b4c }; for (auto hex : hex_list) { color.setHex(hex); this->base_color_list.push_back(color); } this->box2d.init(); this->box2d.setGravity(0, 50); this->box2d.createBounds(); this->box2d.setFPS(60); this->box2d.registerGrabbing(); } //-------------------------------------------------------------- void ofApp::update() { for (int i = this->circle_list.size() - 1; i > -1; i--) { this->life_list[i] -= 0.75; if (this->life_list[i] < 0) { this->circle_list.erase(this->circle_list.begin() + i); this->radius_list.erase(this->radius_list.begin() + i); this->color_list.erase(this->color_list.begin() + i); this->life_list.erase(this->life_list.begin() + i); } } if (ofGetFrameNum() % 15 == 0) { auto radius = ofRandom(10, 50); auto circle = make_shared<ofxBox2dCircle>(); circle->setPhysics(0.5, 0.83, 0.1); circle->setup(this->box2d.getWorld(), ofRandom(ofGetWidth() * 0.5 - radius, ofGetWidth() * 0.5 + radius), radius, radius); circle->setRotation(ofRandom(360)); this->circle_list.push_back(circle); this->radius_list.push_back(radius); int color_index_1 = ofRandom(this->base_color_list.size()); int color_index_2 = ofRandom(this->base_color_list.size()); auto color = make_pair(this->base_color_list[color_index_1], this->base_color_list[color_index_2]); this->color_list.push_back(color); this->life_list.push_back(255); } this->box2d.update(); } //-------------------------------------------------------------- void ofApp::draw() { for (int i = 0; i < this->circle_list.size(); i++) { this->draw_MAGATAMA(glm::vec2(this->circle_list[i]->getPosition()), this->radius_list[i], this->circle_list[i]->getRotation(), ofColor(this->color_list[i].first, this->life_list[i] > 64 ? 255 : ofMap(this->life_list[i], 64, 0, 255, 0))); this->draw_MAGATAMA(glm::vec2(this->circle_list[i]->getPosition()), this->radius_list[i], this->circle_list[i]->getRotation() + 180, ofColor(this->color_list[i].second, this->life_list[i] > 64 ? 255 : ofMap(this->life_list[i], 64, 0, 255, 0))); } } //-------------------------------------------------------------- void ofApp::draw_MAGATAMA(glm::vec2 location, float radius, float rotate_deg, ofColor color) { float len = radius * 0.5522; float deg = 0; ofPushMatrix(); ofTranslate(location); ofRotate(rotate_deg); vector<glm::vec2> vertices; vector<pair<glm::vec2, glm::vec2>> handle_list; vertices.push_back(glm::vec2(0, 0)); deg = 180; handle_list.push_back(make_pair<glm::vec2, glm::vec2>( glm::vec2(vertices.back() + glm::vec2(len * 0.5 * cos(deg * DEG_TO_RAD), len * 0.5 * sin(deg * DEG_TO_RAD))), glm::vec2(vertices.back() + glm::vec2(len * 0.5 * cos((deg + 180) * DEG_TO_RAD), len * 0.5 * sin((deg + 180) * DEG_TO_RAD))))); vertices.push_back(glm::vec2(radius * 0.5, radius * -0.5)); deg = 90; handle_list.push_back(make_pair<glm::vec2, glm::vec2>( glm::vec2(vertices.back() + glm::vec2(len * 0.5 * cos(deg * DEG_TO_RAD), len * 0.5 * sin(deg * DEG_TO_RAD))), glm::vec2(vertices.back() + glm::vec2(len * 0.5 * cos((deg + 180) * DEG_TO_RAD), len * 0.5 * sin((deg + 180) * DEG_TO_RAD))))); vertices.push_back(glm::vec2(0, radius * -1)); deg = 0; handle_list.push_back(make_pair<glm::vec2, glm::vec2>( glm::vec2(vertices.back() + glm::vec2(len * 0.5 * cos(deg * DEG_TO_RAD), len * 0.5 * sin(deg * DEG_TO_RAD))), glm::vec2(vertices.back() + glm::vec2(len * cos(deg * DEG_TO_RAD), len * sin(deg * DEG_TO_RAD))))); vertices.push_back(glm::vec2(radius, 0)); deg = 270; handle_list.push_back(make_pair<glm::vec2, glm::vec2>( glm::vec2(vertices.back() + glm::vec2(len * cos(deg * DEG_TO_RAD), len * sin(deg * DEG_TO_RAD))), glm::vec2(vertices.back() + glm::vec2(len * cos((deg + 180) * DEG_TO_RAD), len * sin((deg + 180) * DEG_TO_RAD))))); vertices.push_back(glm::vec2(0, radius)); deg = 0; handle_list.push_back(make_pair<glm::vec2, glm::vec2>( glm::vec2(vertices.back() + glm::vec2(len * cos(deg * DEG_TO_RAD), len * sin(deg * DEG_TO_RAD))), glm::vec2(vertices.back() + glm::vec2(len * 0.5 * cos((deg + 180) * DEG_TO_RAD), len * 0.5 * sin((deg + 180) * DEG_TO_RAD))))); vertices.push_back(glm::vec2(radius * -0.5, radius * 0.5)); deg = 90; handle_list.push_back(make_pair<glm::vec2, glm::vec2>( glm::vec2(vertices.back() + glm::vec2(len * 0.5 * cos(deg * DEG_TO_RAD), len * 0.5 * sin(deg * DEG_TO_RAD))), glm::vec2(vertices.back() + glm::vec2(len * 0.5 * cos((deg + 180) * DEG_TO_RAD), len * 0.5 * sin((deg + 180) * DEG_TO_RAD))))); ofSetColor(color); ofFill(); ofBeginShape(); for (int i = 0; i < vertices.size(); i++) { int n = (i + 1) % vertices.size(); ofVertex(vertices[i]); ofBezierVertex(handle_list[i].second, handle_list[n].first, vertices[n]); } ofNextContour(true); for (deg = 0; deg <= 360; deg += 5) { ofVertex(glm::vec2(0, radius * 0.5) + glm::vec2(radius * 0.2 * cos(deg * DEG_TO_RAD), radius * 0.2 * sin(deg * DEG_TO_RAD))); } ofEndShape(true); ofSetColor(ofColor(39, color.a)); ofNoFill(); ofBeginShape(); for (int i = 0; i < vertices.size(); i++) { int n = (i + 1) % vertices.size(); ofVertex(vertices[i]); ofBezierVertex(handle_list[i].second, handle_list[n].first, vertices[n]); } ofNextContour(true); for (deg = 0; deg <= 360; deg += 5) { ofVertex(glm::vec2(0, radius * 0.5) + glm::vec2(radius * 0.2 * cos(deg * DEG_TO_RAD), radius * 0.2 * sin(deg * DEG_TO_RAD))); } ofEndShape(true); ofPopMatrix(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |