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マウスからパーティクルが逃げる機構を追加しました。
次はLeapMotionかな。
Added movement of particles escaping from the mouse.
Next is LeapMotion’s turn.
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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<shared_ptr<Particle>> particles; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofBackground(0); ofSetWindowTitle("Insta"); ofEnableBlendMode(ofBlendMode::OF_BLENDMODE_ADD); for (int i = 0; i < 1024; i++) { this->particles.push_back(shared_ptr<Particle>(new Particle())); } } //-------------------------------------------------------------- void ofApp::update() { for (int i = 0; i < this->particles.size(); i++) { if (ofGetMousePressed()) { ofVec2f mouse_point = ofVec2f(ofGetMouseX(), ofGetMouseY()); ofVec2f distance = this->particles[i]->get_location() - mouse_point; if (distance.length() < 150) { this->particles[i]->apply_force(distance.limit(5)); } } this->particles[i]->update(); } } //-------------------------------------------------------------- void ofApp::draw() { for (int i = 0; i < this->particles.size(); i++) { this->particles[i]->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(); ~Particle() {}; void apply_force(ofVec2f force); void update(); void draw(vector<shared_ptr<Particle>> particles); ofVec2f get_location(); private: ofVec2f location; ofVec2f velocity; ofVec2f acceleration; ofColor body_color; }; |
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#include "Particle.h" Particle::Particle() { this->location = ofVec2f(ofRandom(ofGetWidth()), ofRandom(ofGetHeight())); this->velocity = ofVec2f(ofRandom(-2, 2), ofRandom(-2, 2)); this->acceleration = ofVec2f(); this->body_color.setHsb(ofRandom(255), 255, 255); //this->body_color = ofColor(0); } void Particle::apply_force(ofVec2f force) { this->acceleration += force; } void Particle::update() { this->acceleration += this->velocity; this->location += this->acceleration; this->acceleration *= 0; if (this->location.x < 0) { this->location.x = 0; this->velocity.x *= -1; } else if (this->location.x > ofGetWidth()) { this->location.x = ofGetWidth(); this->velocity.x *= -1; } if (this->location.y < 0) { this->location.y = 0; this->velocity.y *= -1; } else if (this->location.y > ofGetHeight()) { this->location.y = ofGetHeight(); this->velocity.y *= -1; } } void Particle::draw(vector<shared_ptr<Particle>> particles) { ofSetColor(this->body_color); ofDrawCircle(this->location, 1); float distance; for (int i = 0; i < particles.size(); i++) { distance = this->location.distance(particles[i]->get_location()); if (distance > 0 && distance < 64) { ofDrawLine(this->location, particles[i]->get_location()); } } } ofVec2f Particle::get_location() { return this->location; } |