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マトリックスの新作楽しみ!
Looking forward to the new Matrix !
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#pragma once #include "ofMain.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 windowResized(int w, int h) {}; void dragEvent(ofDragInfo dragInfo) {}; void gotMessage(ofMessage msg) {}; ofEasyCam cam; vector<glm::vec3> location_list; vector<float> rotate_deg_list; vector<int> param_list; vector<int> word_index_list; vector<vector<int>> route_info_list; vector<int> index_list; ofTrueTypeFont font; int font_size; vector<string> words; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(0); ofSetLineWidth(0.5); ofEnableDepthTest(); int span = 30; for (int x = -300; x <= 300; x += span) { for (int y = -300; y <= 300; y += span) { for (int z = 0; z <= 1200; z += span * 2) { this->location_list.push_back(glm::vec3(x, y, z)); this->rotate_deg_list.push_back(0); this->param_list.push_back(0); this->word_index_list.push_back(0); } } } for (auto& location : this->location_list) { vector<int> route_info = vector<int>(); int index = -1; for (auto& other : this->location_list) { index++; if (location == other) { continue; } float distance = glm::distance(location, other); if (distance <= span) { route_info.push_back(index); } } this->route_info_list.push_back(route_info); } for (int i = 0; i < 80; i++) { this->index_list.push_back((int)ofRandom(this->location_list.size())); } this->font_size = 23; ofTrueTypeFontSettings font_settings("fonts/msgothic.ttc", this->font_size); font_settings.antialiased = true; font_settings.addRanges(ofAlphabet::Japanese); this->font.load(font_settings); this->words = { u8"ア", u8"イ", u8"ウ", u8"エ", u8"オ", u8"カ", u8"キ", u8"ク", u8"ケ", u8"コ", u8"サ", u8"シ", u8"ス", u8"セ", u8"ソ", u8"タ", u8"チ", u8"ツ", u8"テ", u8"ト", u8"ナ", u8"ニ", u8"ヌ", u8"ネ", u8"ノ", u8"ハ", u8"ヒ", u8"フ", u8"ヘ", u8"ホ", u8"マ", u8"ミ", u8"ム", u8"メ", u8"モ", u8"ヤ", u8"ユ", u8"ヨ", u8"ラ", u8"リ", u8"ル", u8"レ", u8"ロ", u8"ワ", u8"ヲ", u8"ン", }; } //-------------------------------------------------------------- void ofApp::update() { if (ofGetFrameNum() % 3 != 0) { for (int i = 0; i < this->index_list.size(); i++) { this->word_index_list[this->index_list[i]] = (int)ofRandom(this->words.size()); } return; } for (int i = 0; i < this->index_list.size(); i++) { int next_index = this->route_info_list[this->index_list[i]][(int)ofRandom(this->route_info_list[this->index_list[i]].size())]; for (int k = 0; k < this->route_info_list[this->index_list[i]].size(); k++) { if (this->param_list[next_index] <= 0) { auto loc = this->location_list[this->index_list[i]]; auto next = this->location_list[next_index]; auto angle = std::atan2(next.y - loc.y, next.x - loc.x); if (angle != 0) { this->rotate_deg_list[next_index] = angle * RAD_TO_DEG + 90; } this->param_list[next_index] = 60; this->index_list[i] = next_index; this->word_index_list[next_index] = (int)ofRandom(this->words.size()); break; } } } } //-------------------------------------------------------------- void ofApp::draw() { this->cam.begin(); for (int i = 0; i < this->location_list.size(); i++) { if (this->param_list[i] > 0) { int z = (int)(this->location_list[i].z + ofGetFrameNum() * 3) % 1200 - 600; ofPushMatrix(); ofTranslate(this->location_list[i].x, this->location_list[i].y, z); ofFill(); int alpha = ofMap(this->param_list[i], 0, 60, 0, 255); int rb = this->param_list[i] >= 57 ? 239 : 39; ofSetColor(ofColor(rb, 239, rb, alpha)); ofRotateZ(this->rotate_deg_list[i]); this->font.drawString(this->words[this->word_index_list[i]], -15, -15); ofPopMatrix(); } if (this->param_list[i] > 0) { this->param_list[i] -= 1; } } this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |