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動いている箱だけに色を付ける。
Color only the boxes that are moving.
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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 getLocation(); deque<glm::vec3> getLog(); bool isActive(); float getHue(); private: int select_index; int next_index; float hue; glm::vec3 location; deque<glm::vec3> log; }; 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<glm::vec3> location_list; vector<vector<int>> next_index_list; vector<int> destination_list; vector<unique_ptr<Actor>> actor_list; ofEasyCam cam; }; |
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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; this->hue = ofRandom(255); } //-------------------------------------------------------------- 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(); 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]; 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(); } } //-------------------------------------------------------------- glm::vec3 Actor::getLocation() { return this->location; } //-------------------------------------------------------------- deque<glm::vec3> Actor::getLog() { return this->log; } //-------------------------------------------------------------- bool Actor::isActive() { return this->select_index != this->next_index; } //-------------------------------------------------------------- float Actor::getHue() { return this->hue; } //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(0); ofSetLineWidth(1.5); ofEnableDepthTest(); for (int x = -250; x <= 250; x += 25) { for (int y = -250; y <= 250; y += 25) { for (int z = -250; z <= 250; z += 25) { if (glm::length(glm::vec3(x, y, z)) < 250) { this->location_list.push_back(glm::vec3(x, y, z)); } } } } 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 <= 25) { next_index.push_back(index); } } this->next_index_list.push_back(next_index); } for (int i = 0; i < 3500; i++) { this->actor_list.push_back(make_unique<Actor>(this->location_list, this->next_index_list, this->destination_list)); } } //-------------------------------------------------------------- void ofApp::update() { int frame_span = 20; 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() { this->cam.begin(); ofRotateY(ofGetFrameNum() * 0.6666666666666666); for (auto& actor : this->actor_list) { ofColor fill_color; if (actor->isActive()) { if (ofGetFrameNum() % 20 < 10) { fill_color.setHsb(actor->getHue(), 130, ofMap(ofGetFrameNum() % 20, 0, 10, 0, 255)); ofSetColor(fill_color); } else { fill_color.setHsb(actor->getHue(), 130, ofMap(ofGetFrameNum() % 20, 10, 20, 255, 0)); ofSetColor(fill_color); } } else { ofSetColor(0); } ofFill(); ofDrawBox(actor->getLocation(), 23); if (actor->isActive()) { if (ofGetFrameNum() % 20 < 10) { ofSetColor(ofMap(ofGetFrameNum() % 20, 0, 10, 255, 0)); } else { ofSetColor(ofMap(ofGetFrameNum() % 20, 10, 20, 0, 255)); } } else { ofSetColor(255); } ofNoFill(); ofDrawBox(actor->getLocation(), 23); } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |