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キューブの中のランダムウォーク
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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); void draw(); glm::vec3 getLocation(); deque<glm::vec3> getLog(); void setColor(ofColor color); ofColor getColor(); private: int select_index; int next_index; glm::vec3 location; deque<glm::vec3> log; ofColor color; ofMesh mesh; }; 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) {}; glm::vec3 make_point(float R, float r, float u, float v); 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->mesh.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); } //-------------------------------------------------------------- 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() > frame_span * 6) { this->log.pop_back(); } this->mesh.clear(); for (int i = 0; i < this->log.size() - 1; i++) { this->mesh.addVertex(this->log[i]); this->mesh.addColor(ofColor(this->color, ofMap(i, 0, this->log.size(), 255, 0))); if (i > 0) { this->mesh.addIndex(i); this->mesh.addIndex(i - 1); } } } //-------------------------------------------------------------- void Actor::draw() { this->mesh.draw(); } //-------------------------------------------------------------- glm::vec3 Actor::getLocation() { return this->location; } //-------------------------------------------------------------- deque<glm::vec3> Actor::getLog() { return this->log; } //-------------------------------------------------------------- void Actor::setColor(ofColor color) { this->color = color; } //-------------------------------------------------------------- ofColor Actor::getColor() { return this->color; } //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(30); ofSetWindowTitle("openFrameworks"); ofBackground(0); ofSetLineWidth(1); ofEnableDepthTest(); int span = 10; for (int x = -150; x <= 150; x += span) { for (int y = -150; y <= 150; y += span) { for (int z = -150; z <= 150; z += span) { bool x_flag = x < -100 || x > 100; bool y_flag = y < -100 || y > 100; bool z_flag = z < -100 || z > 100; if (((x_flag || y_flag) && z_flag) || ((y_flag || z_flag) && x_flag)) { 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 <= 10) { next_index.push_back(index); } } this->next_index_list.push_back(next_index); } ofColor color; for (int i = 0; i < 650; i++) { this->actor_list.push_back(make_unique<Actor>(this->location_list, this->next_index_list, this->destination_list)); color.setHsb(ofMap(i, 0, 500, 0, 255), 255, 255); this->actor_list.back()->setColor(color); } } //-------------------------------------------------------------- void ofApp::update() { int frame_span = 5; 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(); ofTranslate(-5, -5, 0); this->cam.setPosition(glm::vec3(0, 0, 500)); ofRotateY(ofGetFrameNum()); for (auto& actor : this->actor_list) { actor->draw(); } this->cam.end(); } //-------------------------------------------------------------- glm::vec3 ofApp::make_point(float R, float r, float u, float v) { // 数学デッサン教室 描いて楽しむ数学たち P.31 u *= DEG_TO_RAD; v *= DEG_TO_RAD; auto x = (R + r * cos(u)) * cos(v); auto y = (R + r * cos(u)) * sin(v); auto z = r * sin(u); return glm::vec3(x, y, z); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |