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Eddyさんのランダムウォーク同士の関係で絵を描くというアイデアをインスパイア。周りにいる数でサイズが変化します。
Relationship of random walk.
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#pragma once #include "ofMain.h" #include "Particle.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) {}; vector<Particle> particles; vector<ofPoint> locations; vector<vector<int>> next_indexes; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openframeworks"); ofBackground(239); ofSetColor(39); ofSetLineWidth(2); int span = 30; for (int x = 0; x <= ofGetWidth(); x += span) { for (int y = 0; y <= ofGetHeight(); y += span) { this->locations.push_back(ofPoint(x, y)); } } for (int i = 0; i < this->locations.size(); i++) { vector<int> next_index = vector<int>(); for (int j = 0; j < this->locations.size(); j++) { if (i == j ){ continue; } float distance = this->locations[i].distance(this->locations[j]); if (distance <= span) { next_index.push_back(j); } } this->next_indexes.push_back(next_index); } for (int i = 0; i < 400; i++) { this->particles.push_back(Particle(this->locations, this->next_indexes)); } } //-------------------------------------------------------------- void ofApp::update() { for (Particle& particle : this->particles) { particle.Upate(); } } //-------------------------------------------------------------- void ofApp::draw() { for (Particle& particle : this->particles) { particle.Draw(this->particles); } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |
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#pragma once #include "ofMain.h" class Particle { public: Particle(vector<ofPoint> locations, vector<vector<int>> next_indexes); ~Particle(); void Upate(); void Draw(vector<Particle>& particles); ofPoint location; private: vector<ofPoint> locations; vector<vector<int>> next_indexes; int locations_index; int next_index; }; |
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#include "Particle.h" //-------------------------------------------------------------- Particle::Particle(vector<ofPoint> locations, vector<vector<int>> next_indexes) { this->locations = locations; this->next_indexes = next_indexes; while (true) { this->locations_index = (int)ofRandom(this->locations.size()); if (this->next_indexes[this->locations_index].size() > 0) { this->next_index = this->next_indexes[this->locations_index][(int)ofRandom(this->next_indexes[this->locations_index].size())]; break; } } } //-------------------------------------------------------------- Particle::~Particle() { } //-------------------------------------------------------------- void Particle::Upate() { int frame_span = 20; if (ofGetFrameNum() % frame_span == 0) { this->locations_index = this->next_index; this->next_index = this->next_indexes[this->locations_index][(int)ofRandom(this->next_indexes[this->locations_index].size())]; } ofPoint distance = this->locations[this->next_index] - this->locations[this->locations_index]; this->location = this->locations[this->locations_index] + distance / frame_span * (ofGetFrameNum() % frame_span); } //-------------------------------------------------------------- void Particle::Draw(vector<Particle>& particles) { int count = 0; for (Particle& particle : particles) { if (this->location.distance(particle.location) < 50) { count++; } } ofDrawCircle(this->location, count); ofDrawLine(this->location, this->locations[this->locations_index]); } |