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Happy valentine’s day
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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(); glm::vec3 getPrevLocation(); deque<glm::vec3> getLog(); void setColor(ofColor color); ofColor getColor(); float getNoiseSeed(); private: int select_index; int next_index; float noise_seed; glm::vec3 location; glm::vec3 prev_location; deque<glm::vec3> log; ofColor color; }; 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) {}; glm::vec2 make_point(float theta); vector<glm::vec3> location_list; vector<vector<int>> next_index_list; vector<int> destination_list; 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; this->noise_seed = ofRandom(1000); } //-------------------------------------------------------------- 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]; if (this->next_index != this->select_index) { this->prev_location = this->location; } this->location = location_list[this->select_index] + distance / frame_span * param; this->log.push_front(this->location); while (this->log.size() > 20) { this->log.pop_back(); } } //-------------------------------------------------------------- glm::vec3 Actor::getLocation() { return this->location; } //-------------------------------------------------------------- glm::vec3 Actor::getPrevLocation() { return this->prev_location; } //-------------------------------------------------------------- deque<glm::vec3> Actor::getLog() { return this->log; } //-------------------------------------------------------------- void Actor::setColor(ofColor color) { this->color = color; } //-------------------------------------------------------------- ofColor Actor::getColor() { return this->color; } //-------------------------------------------------------------- float Actor::getNoiseSeed() { return this->noise_seed; } //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(255); ofSetLineWidth(2); auto span = 40; for (int x = -280; x <= 280; x += span) { for (int y = -280; y <= 280; y += span) { this->location_list.push_back(glm::vec3(x, y, 0)); } } auto param = span; 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 <= param) { next_index.push_back(index); } } this->next_index_list.push_back(next_index); } 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); } for (int i = 0; i < 180; i++) { this->actor_list.push_back(make_unique<Actor>(this->location_list, this->next_index_list, this->destination_list)); this->actor_list.back()->setColor(base_color_list[(int)ofRandom(base_color_list.size())]); } } //-------------------------------------------------------------- void ofApp::update() { int frame_span = 10; 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); for (auto& actor : this->actor_list) { ofPushMatrix(); ofTranslate(actor->getLocation()); float scale = 1.1; ofFill(); ofSetColor(actor->getColor()); ofBeginShape(); for (auto deg = 0; deg < 360; deg += 1) { ofVertex(this->make_point(deg * DEG_TO_RAD) * scale); } ofEndShape(true); ofNoFill(); ofSetColor(39); ofBeginShape(); for (auto deg = 0; deg < 360; deg += 1) { ofVertex(this->make_point(deg * DEG_TO_RAD) * scale); } ofEndShape(true); ofPopMatrix(); } } //-------------------------------------------------------------- //Reference by https://twitter.com/shiffman/status/1095764239665512453 glm::vec2 ofApp::make_point(float theta) { float x = 16 * (pow(sin(theta), 3)); float y = 13 * cos(theta) - 5 * cos(2 * theta) - 2 * cos(3 * theta) - cos(4 * theta); return glm::vec2(x, -y); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |