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エリアごとにランダムウォークの集団。
A group of random walkers in each area.
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#pragma once #include "ofMain.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::vec3> base_location_list; vector<pair<glm::vec3, float>> sphere_list; // Location, size int number_of_sphere; vector<ofMeshFace> triangle_list; ofMesh mesh, frame, random_walker, walker_head; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(0); ofEnableDepthTest(); auto ico_sphere = ofIcoSpherePrimitive(1, 5); this->base_location_list = ico_sphere.getMesh().getVertices(); this->number_of_sphere = 30; while (this->sphere_list.size() < this->number_of_sphere) { int index = ofRandom(this->base_location_list.size()); auto tmp_location = this->base_location_list[index]; tmp_location = glm::normalize(tmp_location) * ofRandom(0, 110); auto radius = this->sphere_list.size() < 30 ? ofRandom(20, 50) : ofRandom(2, 20); bool flag = true; for (int i = 0; i < this->sphere_list.size(); i++) { if (glm::distance(tmp_location, get<0>(this->sphere_list[i])) < get<1>(this->sphere_list[i]) + radius) { flag = false; break; } } if (flag) { auto size = (radius * 2) / sqrt(3); this->sphere_list.push_back(make_pair(tmp_location, size)); } } ico_sphere = ofIcoSpherePrimitive(300, 3); this->triangle_list.insert(this->triangle_list.end(), ico_sphere.getMesh().getUniqueFaces().begin(), ico_sphere.getMesh().getUniqueFaces().end()); this->frame.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); this->random_walker.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- void ofApp::update() { ofSeedRandom(39); this->mesh.clear(); this->frame.clear(); this->random_walker.clear(); this->walker_head.clear(); for (int i = 0; i < this->sphere_list.size(); i++) { auto location = get<0>(this->sphere_list[i]); auto radius = get<1>(this->sphere_list[i]) * 0.95; for (int k = 0; k < this->triangle_list.size(); k++) { glm::vec3 avg = (this->triangle_list[k].getVertex(0) + this->triangle_list[k].getVertex(1) + this->triangle_list[k].getVertex(2)) / 3; auto noise_value = ofNoise(glm::vec3(location * 0.1 + avg * 0.005)); if (noise_value < 0.6) { continue; } vector<glm::vec3> vertices; vertices.push_back(glm::normalize(this->triangle_list[k].getVertex(0)) * (radius + 1) - avg); vertices.push_back(glm::normalize(this->triangle_list[k].getVertex(1)) * (radius + 1) - avg); vertices.push_back(glm::normalize(this->triangle_list[k].getVertex(2)) * (radius + 1) - avg); vertices.push_back(glm::normalize(this->triangle_list[k].getVertex(0)) * (radius) - avg); vertices.push_back(glm::normalize(this->triangle_list[k].getVertex(1)) * (radius) - avg); vertices.push_back(glm::normalize(this->triangle_list[k].getVertex(2)) * (radius) - avg); for (auto& vertex : vertices) { vertex += avg + location; } this->mesh.addVertices(vertices); this->frame.addVertices(vertices); this->mesh.addColor(ofColor(0)); this->mesh.addColor(ofColor(0)); this->mesh.addColor(ofColor(0)); this->mesh.addColor(ofColor(0)); this->mesh.addColor(ofColor(0)); this->mesh.addColor(ofColor(0)); this->frame.addColor(ofColor(255, 64)); this->frame.addColor(ofColor(255, 64)); this->frame.addColor(ofColor(255, 64)); this->frame.addColor(ofColor(255, 64)); this->frame.addColor(ofColor(255, 64)); this->frame.addColor(ofColor(255, 64)); this->mesh.addTriangle(this->mesh.getNumVertices() - 1, this->mesh.getNumVertices() - 2, this->mesh.getNumVertices() - 3); this->mesh.addTriangle(this->mesh.getNumVertices() - 4, this->mesh.getNumVertices() - 5, this->mesh.getNumVertices() - 6); this->mesh.addTriangle(this->mesh.getNumVertices() - 1, this->mesh.getNumVertices() - 2, this->mesh.getNumVertices() - 5); this->mesh.addTriangle(this->mesh.getNumVertices() - 1, this->mesh.getNumVertices() - 5, this->mesh.getNumVertices() - 4); this->mesh.addTriangle(this->mesh.getNumVertices() - 1, this->mesh.getNumVertices() - 3, this->mesh.getNumVertices() - 6); this->mesh.addTriangle(this->mesh.getNumVertices() - 1, this->mesh.getNumVertices() - 6, this->mesh.getNumVertices() - 4); this->mesh.addTriangle(this->mesh.getNumVertices() - 2, this->mesh.getNumVertices() - 3, this->mesh.getNumVertices() - 6); this->mesh.addTriangle(this->mesh.getNumVertices() - 2, this->mesh.getNumVertices() - 6, this->mesh.getNumVertices() - 5); this->frame.addIndex(this->frame.getNumVertices() - 1); this->frame.addIndex(this->frame.getNumVertices() - 2); this->frame.addIndex(this->frame.getNumVertices() - 2); this->frame.addIndex(this->frame.getNumVertices() - 3); this->frame.addIndex(this->frame.getNumVertices() - 1); this->frame.addIndex(this->frame.getNumVertices() - 3); this->frame.addIndex(this->frame.getNumVertices() - 4); this->frame.addIndex(this->frame.getNumVertices() - 5); this->frame.addIndex(this->frame.getNumVertices() - 5); this->frame.addIndex(this->frame.getNumVertices() - 6); this->frame.addIndex(this->frame.getNumVertices() - 4); this->frame.addIndex(this->frame.getNumVertices() - 6); this->frame.addIndex(this->frame.getNumVertices() - 1); this->frame.addIndex(this->frame.getNumVertices() - 4); this->frame.addIndex(this->frame.getNumVertices() - 2); this->frame.addIndex(this->frame.getNumVertices() - 5); this->frame.addIndex(this->frame.getNumVertices() - 3); this->frame.addIndex(this->frame.getNumVertices() - 6); } ofColor color; for (int k = 0; k < radius * 0.5; k++) { int param = int(ofRandom(120) + ofGetFrameNum()) % 120; int len = param < 60 ? ofMap(param, 0, 60, 30, 1) : ofMap(param, 60, 120, 1, 30); color.setHsb(ofRandom(255), 230, 255); auto noise_seed = glm::vec3(ofRandom(1000), ofRandom(1000), ofRandom(1000)); for (int m = 0; m < 30; m++) { if (m > len) { continue; } auto vertex = glm::vec3( ofMap(ofNoise(noise_seed.x, (ofGetFrameNum() + m) * 0.005), 0, 1, -radius * 0.75, radius * 0.75), ofMap(ofNoise(noise_seed.y, (ofGetFrameNum() + m) * 0.005), 0, 1, -radius * 0.75, radius * 0.75), ofMap(ofNoise(noise_seed.z, (ofGetFrameNum() + m) * 0.005), 0, 1, -radius * 0.75, radius * 0.75)); this->random_walker.addVertex(location + vertex); this->random_walker.addColor(color); if (m > 0) { this->random_walker.addIndex(this->random_walker.getNumVertices() - 1); this->random_walker.addIndex(this->random_walker.getNumVertices() - 2); } if (m == 0 | m == len) { this->walker_head.addVertex(location + vertex); this->walker_head.addColor(color); } } } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); ofRotateY(ofGetFrameNum() * 0.2); ofSetLineWidth(2); this->mesh.drawFaces(); this->frame.drawWireframe(); this->random_walker.drawWireframe(); ofSetLineWidth(1); for (int i = 0; i < this->walker_head.getNumVertices(); i++) { ofSetColor(this->walker_head.getColor(i)); ofDrawSphere(this->walker_head.getVertex(i), 1); } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |