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ランダム・ウォーカー。
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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) {}; vector<glm::vec2> noise_seed_list; vector<glm::vec2> location_list; vector<glm::vec2> velocity_list; vector<ofColor> color_list; vector<float> size_list; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetCircleResolution(60); for (int i = 0; i < 2; i++) { this->noise_seed_list.push_back(glm::vec2(ofRandom(1000), ofRandom(1000))); } } //-------------------------------------------------------------- void ofApp::update() { int index = 0; auto radius = 30; ofColor color; for (auto& noise_seed : this->noise_seed_list) { auto location = glm::vec2( ofMap(ofNoise(noise_seed.x, ofGetFrameNum() * 0.0085), 0, 1, -320, 320), ofMap(ofNoise(noise_seed.y, ofGetFrameNum() * 0.0085), 0, 1, -320, 320) ); auto next = glm::vec2( ofMap(ofNoise(noise_seed.x, (ofGetFrameNum() + 1) * 0.0085), 0, 1, -320, 320), ofMap(ofNoise(noise_seed.y, (ofGetFrameNum() + 1) * 0.0085), 0, 1, -320, 320) ); auto distance = location - next; distance *= 1; for (int i = 0; i < 3; i++) { auto future = location + distance * 8; auto random_deg = ofRandom(360); future += glm::vec2(10 * cos(random_deg * DEG_TO_RAD), 10 * sin(random_deg * DEG_TO_RAD)); auto future_distance = future - location; this->location_list.push_back(location); this->velocity_list.push_back(glm::normalize(future_distance) * 5); this->size_list.push_back(ofRandom(5, 10)); color.setHsb((int)ofRandom(180 + index * 128, 255 + index * 128) % 255, 200, 255); this->color_list.push_back(color); } index++; } for (int i = this->location_list.size() - 1; i > -1; i--) { this->location_list[i] += this->velocity_list[i]; this->velocity_list[i] *= 1.01; this->size_list[i] *= 1.01; if (this->color_list[i].getBrightness() > 0) { this->color_list[i].setBrightness(this->color_list[i].getBrightness() - 3); } if (glm::distance(glm::vec2(), this->location_list[i]) > 1000) { this->location_list.erase(this->location_list.begin() + i); this->velocity_list.erase(this->velocity_list.begin() + i); this->size_list.erase(this->size_list.begin() + i); this->color_list.erase(this->color_list.begin() + i); } } } //-------------------------------------------------------------- void ofApp::draw() { ofTranslate(ofGetWindowSize() * 0.5); int index = 0; for (auto& location : this->location_list) { ofSetColor(255, this->color_list[index].getBrightness()); ofPushMatrix(); ofTranslate(location); ofDrawCircle(glm::vec2(), this->size_list[index] * 1.3); ofPopMatrix(); index++; } index = 0; for (auto& location : this->location_list) { ofSetColor(this->color_list[index]); ofPushMatrix(); ofTranslate(location); ofDrawCircle(glm::vec2(), this->size_list[index++]); ofPopMatrix(); } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |