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足跡。
footprints.
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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) {}; vector<unique_ptr<Particle>> particle_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); for (int i = 0; i < 20; i++) { auto particle = make_unique<Particle>(); this->particle_list.push_back(move(particle)); } } //-------------------------------------------------------------- void ofApp::update() { for (auto& particle : this->particle_list) { particle->update(this->particle_list); } } //-------------------------------------------------------------- void ofApp::draw() { ofMesh mesh; mesh.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); for (auto& particle : this->particle_list) { mesh.addVertices(particle->log); } for (int i = 0; i < mesh.getNumVertices(); i++) { for (int k = i + 1; k < mesh.getNumVertices(); k++) { auto distance = glm::distance(mesh.getVertex(i), mesh.getVertex(k)); if (distance < 25) { mesh.addIndex(i); mesh.addIndex(k); } } } ofSetColor(39); mesh.drawVertices(); } //-------------------------------------------------------------- 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 update(vector<unique_ptr<Particle>>& particles); void draw(); glm::vec2 separate(vector<unique_ptr<Particle>>& particles); glm::vec2 align(vector<unique_ptr<Particle>>& particles); glm::vec2 cohesion(vector<unique_ptr<Particle>>& particles); glm::vec2 seek(glm::vec2 target); void applyForce(glm::vec2 force); vector<glm::vec3> log; ofColor color; private: glm::vec2 location; glm::vec2 velocity; glm::vec2 acceleration; float range; float max_force; float max_speed; }; |
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#include "Particle.h" //-------------------------------------------------------------- Particle::Particle() { this->location = glm::vec2(ofRandom(ofGetWidth()), ofRandom(ofGetHeight())); this->velocity = glm::vec2(ofRandom(-1, 1), ofRandom(-1, 1)); this->range = 50; this->max_force = 1; this->max_speed = 8; ofColor color; vector<int> hex_list = { 0xef476f, 0xffd166, 0x06d6a0, 0x118ab2, 0x073b4c }; vector<ofColor> base_color_list; for (auto hex : hex_list) { color.setHex(hex); base_color_list.push_back(color); } this->color = base_color_list[(int)ofRandom(base_color_list.size())]; } //-------------------------------------------------------------- Particle::~Particle() {} //-------------------------------------------------------------- void Particle::update(vector<unique_ptr<Particle>>& particles) { // 分離 glm::vec2 separate = this->separate(particles); this->applyForce(separate); // 整列 glm::vec2 align = this->align(particles); this->applyForce(align); // 結合 glm::vec2 cohesion = this->cohesion(particles); this->applyForce(cohesion); // 自我 if (glm::length(this->velocity) > 0) { glm::vec2 future = glm::normalize(this->velocity) * this->range; future += this->location; float angle = ofRandom(360); glm::vec2 target = future + glm::vec2(this->range * 0.5 * cos(angle * DEG_TO_RAD), this->range * 0.5 * sin(angle * DEG_TO_RAD)); glm::vec2 ego = this->seek(target); this->applyForce(ego); } // 境界 if (glm::length(this->location - glm::vec2(ofGetWidth() * 0.5, ofGetHeight() * 0.5)) > 500) { glm::vec2 area = this->seek(glm::vec2(ofGetWidth() * 0.5, ofGetHeight() * 0.5)); this->applyForce(area); } // 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 *= 0.98; // 記録 this->log.push_back(glm::vec3(this->location, 0)); while (this->log.size() > 80) { this->log.erase(this->log.begin()); } } //-------------------------------------------------------------- void Particle::draw() { if (this->log.size() < 3) { return; } auto head_size = 3; ofMesh mesh; vector<glm::vec3> right, left; glm::vec3 last_location; float last_theta; for (int k = 0; k < this->log.size() - 1; k++) { auto loc = this->log[k]; auto next = this->log[k + 1]; auto direction = next - loc; auto theta = atan2(direction.y, direction.x); right.push_back(loc + glm::vec3(ofMap(k, 0, this->log.size(), 0, head_size) * cos(theta + PI * 0.5), ofMap(k, 0, this->log.size(), 0, head_size) * sin(theta + PI * 0.5), 0)); left.push_back(loc + glm::vec3(ofMap(k, 0, this->log.size(), 0, head_size) * cos(theta - PI * 0.5), ofMap(k, 0, this->log.size(), 0, head_size) * sin(theta - PI * 0.5), 0)); last_location = loc; last_theta = theta; } for (int k = 0; k < right.size(); k++) { mesh.addVertex(left[k]); mesh.addVertex(right[k]); mesh.addColor(ofColor(this->color, ofMap(k, 0, this->log.size(), 0, 255))); mesh.addColor(ofColor(this->color, ofMap(k, 0, this->log.size(), 0, 255))); } for (int k = 0; k < mesh.getNumVertices() - 2; k += 2) { mesh.addIndex(k + 0); mesh.addIndex(k + 1); mesh.addIndex(k + 3); mesh.addIndex(k + 0); mesh.addIndex(k + 2); mesh.addIndex(k + 3); } auto tmp_header_size = ofMap(this->log.size() - 2, 0, this->log.size(), 0, head_size); auto tmp_alpha = ofMap(this->log.size() - 2, 0, this->log.size(), 0, 255); mesh.addVertex(last_location); mesh.addColor(ofColor(this->color, tmp_alpha)); int index = mesh.getNumVertices(); for (auto theta = last_theta - PI * 0.5; theta <= last_theta + PI * 0.5; theta += PI / 20) { mesh.addVertex(last_location + glm::vec3(tmp_header_size * cos(theta), tmp_header_size * sin(theta), 0)); mesh.addColor(ofColor(this->color, tmp_alpha)); } for (int k = index; k < mesh.getNumVertices() - 1; k++) { mesh.addIndex(index); mesh.addIndex(k + 0); mesh.addIndex(k + 1); } mesh.draw(); } //-------------------------------------------------------------- glm::vec2 Particle::separate(vector<unique_ptr<Particle>>& particles) { glm::vec2 result; glm::vec2 sum; int count = 0; for (auto& other : particles) { glm::vec2 difference = this->location - other->location; if (glm::length(difference) > 0 && glm::length(difference) < this->range * 0.5) { sum += glm::normalize(difference); count++; } } if (count > 0) { glm::vec2 avg = sum / count; avg = avg * this->max_speed; if (glm::length(avg) > this->max_speed) { avg = glm::normalize(avg) * this->max_speed; } glm::vec2 steer = avg - this->velocity; if (glm::length(steer) > this->max_force) { steer = glm::normalize(steer) * this->max_force; } result = steer; } return result; } //-------------------------------------------------------------- glm::vec2 Particle::align(vector<unique_ptr<Particle>>& particles) { glm::vec2 result; glm::vec2 sum; int count = 0; for (auto& other : particles) { glm::vec2 difference = this->location - other->location; if (glm::length(difference) > 0 && glm::length(difference) < this->range) { sum += other->velocity; count++; } } if (count > 0) { glm::vec2 avg = sum / count; avg = avg * this->max_speed; if (glm::length(avg) > this->max_speed) { avg = glm::normalize(avg) * this->max_speed; } glm::vec2 steer = avg - this->velocity; if (glm::length(steer) > this->max_force) { steer = glm::normalize(steer) * this->max_force; } result = steer; } return result; } //-------------------------------------------------------------- glm::vec2 Particle::cohesion(vector<unique_ptr<Particle>>& particles) { glm::vec2 result; glm::vec2 sum; int count = 0; for (auto& other : particles) { glm::vec2 difference = this->location - other->location; if (glm::length(difference) > 0 && glm::length(difference) < this->range * 0.5) { sum += other->location; count++; } } if (count > 0) { result = this->seek(sum / count); } return result; } //-------------------------------------------------------------- glm::vec2 Particle::seek(glm::vec2 target) { glm::vec2 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::vec2 steer = desired - this->velocity; if (glm::length(steer) > this->max_force) { steer = glm::normalize(steer) * this->max_force; } return steer; } //-------------------------------------------------------------- void Particle::applyForce(glm::vec2 force) { this->acceleration += force; } |