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球体上の座標を規則正しく動くランダムウォーク。
Random walk with regular movement of coordinates on a sphere.
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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 get_location(); glm::vec3 get_prev_location(); ofColor get_color(); private: int select_index; int next_index; glm::vec3 location; glm::vec3 prev_location; 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) {}; void draw_arrow(glm::vec2 location, glm::vec2 next_location, float size, ofColor color); ofEasyCam cam; vector<glm::vec3> location_list; vector<vector<int>> next_index_list; vector<int> destination_list; vector<unique_ptr<Actor>> actor_list; ofMesh line; }; |
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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->color.setHsb(ofRandom(255), 150, 255); } //-------------------------------------------------------------- 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() + 1; 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 = location; } this->location = location_list[this->select_index] + distance / frame_span * param; } //-------------------------------------------------------------- glm::vec3 Actor::get_location() { return this->location; } //-------------------------------------------------------------- glm::vec3 Actor::get_prev_location() { return this->prev_location; } //-------------------------------------------------------------- ofColor Actor::get_color() { return this->color; } //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(0); ofEnableDepthTest(); this->line.setMode(ofPrimitiveMode::OF_PRIMITIVE_LINES); auto ico_sphere = ofIcoSpherePrimitive(250, 3); auto triangles = ico_sphere.getMesh().getUniqueFaces(); for (auto& triangle : triangles) { auto avg = glm::vec3(triangle.getVertex(0) + triangle.getVertex(1) + triangle.getVertex(2)) / 3; this->location_list.push_back(avg); auto alpha = 255; if (avg.z < 0) { alpha = ofMap(avg.z, 0, -250, 255, 0); } this->line.addVertex(avg); this->line.addColor(ofColor(200, alpha)); } int i = 0; 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 <= 25) { next_index.push_back(index); this->line.addIndex(i); this->line.addIndex(index); } } this->next_index_list.push_back(next_index); i++; } for (int i = 0; i < this->location_list.size() - 150; i++) { this->actor_list.push_back(make_unique<Actor>(this->location_list, this->next_index_list, this->destination_list)); } } //-------------------------------------------------------------- void ofApp::update() { int frame_span = 15; 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(); for (auto& actor : this->actor_list) { auto alpha = 255; if (actor->get_location().z < 0) { alpha = ofMap(actor->get_location().z, 0, -250, 255, 0); } ofSetColor(actor->get_color(), alpha); ofDrawSphere(actor->get_location(), 5); } this->line.drawWireframe(); this->cam.end(); } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |