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漢数字のランダムウォーク。
お互いの位置を確認して重ならない様に移動をする。
漢字は自身に近い数を表す。
Random walk of Kanji numbers.
Check each other’s position and move so that they do not overlap.
The Kanji character represents the number closest to itself.
[ Source ]
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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(const int& frame_span, vector<glm::vec3>& location_list, vector<vector<int>>& next_index_list, vector<int>& destination_list); glm::vec3 get_location(); glm::vec3 get_prev_location(); private: int select_index; int next_index; glm::vec3 location; glm::vec3 prev_location; }; 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) {}; ofTrueTypeFont font; vector<string> word_list; vector<glm::vec3> location_list; vector<vector<int>> next_index_list; vector<int> destination_list; int span; vector<unique_ptr<Actor>> actor_list; }; |
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#include "ofApp.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(const 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() + 1; 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]; if (this->next_index != this->select_index) { this->prev_location = location; } this->location = location_list[this->select_index] + distance / frame_span * param; } //-------------------------------------------------------------- glm::vec3 Actor::get_location() { return this->location; } //-------------------------------------------------------------- glm::vec3 Actor::get_prev_location() { return this->prev_location; } //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetColor(39); ofSetLineWidth(2); ofNoFill(); this->span = 50; for (int x = -200; x <= 200; x += span) { for (int y = -200; y <= 200; 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 + 1) { next_index.push_back(index); } } this->next_index_list.push_back(next_index); } for (int i = 0; i < 60; i++) { this->actor_list.push_back(make_unique<Actor>(this->location_list, this->next_index_list, this->destination_list)); } ofTrueTypeFontSettings font_settings("fonts/msgothic.ttc", 25); font_settings.antialiased = true; font_settings.addRanges(ofAlphabet::Japanese); this->font.load(font_settings); this->word_list = { u8"零", u8"壱", u8"弐", u8"参", u8"四", u8"伍", u8"六", u8"七", u8"八", u8"九", }; } //-------------------------------------------------------------- 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->actor_list) { 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); } } //-------------------------------------------------------------- void ofApp::draw() { ofTranslate(ofGetWindowSize() * 0.5); vector<string> word_list; for (auto& actor : this->actor_list) { int count = 0; for (auto& other : this->actor_list) { if (actor == other) { continue; } if (glm::distance(actor->get_location(), other->get_location()) <= this->span * sqrt(2)) { count++; } } this->font.drawString(this->word_list[count], actor->get_location().x - this->font.stringWidth(this->word_list[count]) * 0.5, actor->get_location().y + this->font.stringHeight(this->word_list[count]) * 0.5); } for (int x = -200; x <= 200; x += this->span) { for (int y = -200; y <= 200; y += this->span) { ofDrawRectangle(glm::vec3(x - this->span * 0.5, y - this->span * 0.5, 0), this->span, this->span); } } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |
[ Link ]
https://github.com/junkiyoshi/Insta20210624
[ Kinako ]