void testApp::draw() {
    ofBackground(0);
    ofSetColor(255);

    ofCircle(curPoint * ofxVec2f(ofGetWidth(), ofGetHeight()), 32);
    ofCircle(ofxVec2f(curPoint.x, .9) * ofxVec2f(ofGetWidth(), ofGetHeight()), 32);
}
Beispiel #2
0
//--------------------------------------------------------------
void testApp::mouseReleased(){
	//when we release - we set recording to be false and we set our playhead to 0.0 again
	recording	= false;
	playPos		= 0.0;
	storeTime = ofGetElapsedTimef();
	
	//lets smooth those points!!
	//simple low pass smooth
	//go through the points list and make each point 70% of the previous point and 30% of itself
	
	//you can play with the 0.7 and 0.3 ratio bellow - as long as the total adds up to 1.0
	
	//NOTE: that we start at 1 as point 0 has no previous point :(
	
	speedList.push_back(0);
	leftNormals.push_back( 0 );
	rightNormals.push_back(0 );
			
	for(unsigned int i = 1; i < ptsList.size(); i++){
		ptsList[i] = 0.3 * ptsList[i] + 0.7 * ptsList[i-1];
		
		ofxVec2f distVec = ptsList[i] - ptsList[i-1];
		float speed = distVec.length();
		
		distVec.normalize();
		
		speed = 0.2*speed + speedList[i-1]*0.8;
		
		speedList.push_back(speed);
		leftNormals.push_back( ofxVec2f(-distVec.y, distVec.x) );
		rightNormals.push_back( ofxVec2f(distVec.y, -distVec.x) );
	}
	
}
Beispiel #3
0
bool NawlzBlahParticle :: constrainToImage ( const ofxVec2f& target )
{
	bool isOutside = false;
	
	float px = ( target.x - imageRect.x ) / (float)imageRect.width;
	float py = ( target.y - imageRect.y ) / (float)imageRect.height;
	px = ofClamp( px, 0, 1 );
	py = ofClamp( py, 0, 1 );
	
	int iw	= imageRect.width;
	int ih	= imageRect.height;
	int ix	= px * iw;
	int iy	= py * ih;
	
	int p	= ( ( iy * iw ) + ix ) * 3;
	
	isOutside = imagePixels[ p ] == 255;
	
	if( isOutside )
	{
		float cx = imageRect.x + imageRect.width  * 0.5;
		float cy = imageRect.y + imageRect.height * 0.5;
		
		float px = target.x - cx;
		float py = target.y - cy;
		
		ofxVec2f vec = ofxVec2f( px, py );
		float ang = vec.angle( ofxVec2f( 0, -1 ) );							// return an angle between -180 and 180.
		
		wanderTheta = ( ( ang + 180 ) / 360.0 ) * TWO_PI + PI * 0.5;		// circle starts at 12 oclock and moves clock wise.
		wanderTheta *= -1;
	}
	
	return isOutside;
}
Beispiel #4
0
void polyEditable::keyPressed(ofKeyEventArgs& event)
{
	if( !bEnabled || !bUseKeyPress ) return;
	
	if( event.key == ' ')	nextMode();
		
	// Note:; may not work cross-platform, tab through points
	if(event.key == 9 )
	{
		if(  mode == POLY_EDIT_MODE_MOVE_PTS )
		{
			selectedPoint++;
			selectedPoint %= (int)(pts.size());
		} 
			
	}
	
	cout << "key " << event.key << " " << OF_KEY_BACKSPACE << endl;
	if( event.key == OF_KEY_BACKSPACE ) removePoint();

	
	if( event.key == OF_KEY_UP )
	{
		ofxVec2f mup = ofxVec2f(0,-moveBy);
		mup.rotate(-gRotation);
		if( mode == POLY_EDIT_MODE_MOVE_ALL )		moveAllPointsBy( ofPoint(mup.x,mup.y) );//ofPoint(0,-1) );
		else if( mode == POLY_EDIT_MODE_MOVE_PTS )	movePointBy( selectedPoint, ofPoint(mup.x,mup.y) );//ofPoint(0,-1) );
	}
	else if( event.key == OF_KEY_DOWN)
	{
		ofxVec2f mdwn = ofxVec2f(0,moveBy);
		mdwn.rotate(-gRotation);
		if( mode == POLY_EDIT_MODE_MOVE_ALL )		moveAllPointsBy( ofPoint(mdwn.x,mdwn.y) );
		else if( mode == POLY_EDIT_MODE_MOVE_PTS )	movePointBy( selectedPoint, ofPoint(mdwn.x,mdwn.y) );

	}
	else if( event.key == OF_KEY_LEFT )
	{
		ofxVec2f m = ofxVec2f(-moveBy,0);
		m.rotate(-gRotation);
		
		if( mode == POLY_EDIT_MODE_MOVE_ALL )		moveAllPointsBy( ofPoint(m.x,m.y) );
		else if( mode == POLY_EDIT_MODE_MOVE_PTS )	movePointBy( selectedPoint, ofPoint(m.x,m.y) );
		else if( mode == POLY_EDIT_MODE_ROTATE )	rotate(-.5);

	}
	else if( event.key == OF_KEY_RIGHT )
	{
		ofxVec2f m = ofxVec2f(moveBy,0);
		m.rotate(-gRotation);
		if( mode == POLY_EDIT_MODE_MOVE_ALL )		moveAllPointsBy( ofPoint(m.x,m.y) );
		else if( mode == POLY_EDIT_MODE_MOVE_PTS )	movePointBy( selectedPoint, ofPoint(m.x,m.y));
		else if( mode == POLY_EDIT_MODE_ROTATE )	rotate(.5);

	}
}
Beispiel #5
0
ofxVec2f ofxPoint2f::getPerpendicular( const ofxPoint2f& pnt ) const {
	//float a = -atan2( pnt.y - y, pnt.x - x );
	//return ofxVec2f( sin(a), cos(a) );

	//the following seems simpler and about 3x faster

	float vy = -(x - pnt.x);
	float vx = y - pnt.y;
	float length = (float)sqrt(vx*vx + vy*vy);
	if( length > 0 )
		return ofxVec2f( vx/length, vy/length );
	else
		return ofxVec2f(x, y);
}
Beispiel #6
0
void ofxLightning::parse() {
	
	// start with one segment
	segments.clear();
	segments.push_back(LSegment(ofxVec2f(fromX, fromY), ofxVec2f(toX, toY), 1.0));
	
	currentDeviation = deviation;
	
	// for each iteration
	for (int i = 0; i < numIterations; i++)
	{
		// remove segments from list
		vector<LSegment> segmentsCopy = segments;
		segments.clear();
		
		// for each segment
		int max = segmentsCopy.size();
		for (int j = 0; j < max; j++) {
			
			// find midpoint between start and end
			ofxVec2f midPoint = segmentsCopy[j].getMidPoint();
			
			// offset midpoint perpendicularly to segment with a random number with max amplitude
			float offset = ofRandom(0.0, 1.0) < 0.5 ? -currentDeviation : currentDeviation;
			midPoint.x += cos(segmentsCopy[j].getRadians() - 0.25 * PI) * offset;
			midPoint.y += sin(segmentsCopy[j].getRadians() - 0.25 * PI) * offset;
			
			// add two new segments to list
			LSegment a(segmentsCopy[j].start, midPoint, segmentsCopy[j].intensity);
			LSegment b(midPoint, segmentsCopy[j].end, segmentsCopy[j].intensity);
			segments.push_back(a);
			segments.push_back(b);
			
			if (ofRandom(0.0, 1.0) < branchingProbability)
			{
				// add branch:
				float branchAngle = a.getRadians() * branchAngleMultiplier;
				ofxVec2f branchEnd(midPoint.x + cos(branchAngle) * branchScale * a.getLength(),
								   midPoint.y + sin(branchAngle) * branchScale * a.getLength());
				LSegment branch(midPoint, branchEnd, branchIntensityFactor * a.intensity);
				segments.push_back(branch);
			}
		}
		
		// halve max offset amplitude
		currentDeviation *= 0.5;
	}
}
Beispiel #7
0
//------------------------------------------------------------
void particle::addRepulsionForce(float x, float y, float radius, float scale){
    
	// ----------- (1) make a vector of where this position is: 
	
	ofxVec2f posOfForce;
	posOfForce.set(x,y);
	
	// ----------- (2) calculate the difference & length 
	
	ofxVec2f diff	= ofxVec2f(pos.x, pos.y) - posOfForce;
	float length	= diff.length();
	
	// ----------- (3) check close enough
	
	bool bAmCloseEnough = true;
    if (radius > 0){
        if (length > radius){
            bAmCloseEnough = false;
        }
    }
	
	// ----------- (4) if so, update force
    
	if (bAmCloseEnough == true){
		float pct = 1 - (length / radius);  // stronger on the inside
        diff.normalize();
		frc.x = frc.x + diff.x * scale * pct;
        frc.y = frc.y + diff.y * scale * pct;
    }
}
//--------------------------------------------------------------
ofxMtActionsObject::ofxMtActionsObject(bool _draggable, bool _scalable, bool _rotatable){
	priorityLevel = -1;
	draggable = _draggable;
	scalable = _scalable;
	rotatable = _rotatable;

	//INIT
	state = FIXE;
	stopActionOnRollOut = true;
	limitToScreen = true;
	drawTouchCounts = false;

	accelerationSmoothing = 0.5;
	decelerationSmoothing = 0.9;
	rotationalSmoothing = 0.9;

	minSize = 100;
	maxSize = 800;
	scaleSmoothing = 0.9;

	lastNumberOfTouches = 0;

	acceleration = ofxVec2f(0,0);
	rotationalAcceleration = 0.0f;

	contentWidth = 800;
	contentHeight = 600;
	width = 400;
	height = 300;

	highestSessionID = -1;

}
Beispiel #9
0
Spotlight::Spotlight(){
	type = OUTPUT;
	cam = 0;
	radius = 0;
	radiusMultiplier = 0;
	center = ofxVec2f(0.5,0.5);
}
Beispiel #10
0
void Obstacles::makeObstacles(string _inFile){
	ifstream theFile(_inFile.c_str());
	vector <string> splitReturn;
	obPoints newPoints;
	string line;
	if(theFile.is_open()){
		while(!theFile.eof()){
			getline(theFile,line);
			cout<<line<<endl;
			splitReturn = ofSplitString(line, ",");
			vector<string>::iterator iter;
			newPoints.clear();
			for(iter = splitReturn.begin();iter != splitReturn.end();iter++){
				//cout<<*iter<<endl;
				int a = ofToInt(*(iter++));
				int b = ofToInt(*(iter));
				newPoints.push_back(ofxVec2f(a,b));
			}
			allObstacles.push_back(newPoints);
		}
		cout<<allObstacles.size()<<endl;
		makePoints();
		draw();
	} else {
		cout<<"NO FILE!"<<endl;
	}
}
Beispiel #11
0
void NawlzBlahParticle :: draw()
{
	float r		= sizeRadius;
	float theta = -vel.angle( ofxVec2f( -1, 0 ) ) - 90;
	theta += rotation;
	
	ofSetColor( 255, 255, 255, 255 * lifeAlpha );
	
	glPushMatrix();
	glTranslatef( loc.x, loc.y, 0 );
//	glRotatef( theta, 0, 0, 1 );
	glRotatef( rotation, 0, 0, 1 );
	glScalef( scale, scale, 1.0 );
	
	if( tex )
	{
		tex->draw( -tex->getWidth() * 0.5, -tex->getHeight() * 0.5 );
		
		glPopMatrix();
		
		return;
	}
	
	ofFill();
	ofSetColor( 175, 175, 175 );
	
	ofBeginShape();
	ofVertex(  0, -r * 2 );
	ofVertex( -r,  r * 2 );
	ofVertex(  r,  r * 2 );
	ofEndShape( true );
	
	glPopMatrix();
}
void starParticle::addAttractionForce(starParticle & p, float radius, float scale) {
    float x = p.pos.x;
    float y = p.pos.y;

    bool bAmCloseEnough = true;
    if (radius > 0) {
        if (sqrt((x-pos.x)*(x-pos.x) + (y-pos.y)*(y-pos.y)) > radius) {
            bAmCloseEnough = false;
        }
    }

    if (bAmCloseEnough == true) {

        ofxVec2f forceVec = ofxVec2f(0,0);
        forceVec.x = x-pos.x;
        forceVec.y = y-pos.y;
        forceVec.normalize();
        forceVec.x *= scale;
        forceVec.y *= scale;
        frc.x = frc.x + forceVec.x;
        frc.y = frc.y + forceVec.y;
        p.frc.x = p.frc.x - forceVec.x;
        p.frc.y = p.frc.y - forceVec.y;
    }
}
void SpringScene::update(float timeSinceLastUpdate, float audioLevel){
	
	int percentageToEffect = gui->getValueI(sceneName+"PERCENTAGE_TO_EFFECT_");
	float ratioToEffect = percentageToEffect/100.f;
	int numberToEffect = ratioToEffect*polygons.size();
	
	for(int i=0; i < numberToEffect; i++){
			//polygons[i].addAttractionPoint(ofGetWidth()/2.f, ofGetHeight(), audioLevel); no good, too slow
//		ofxVec2f pt = ofxVec2f(ofRandom(0.f, 1.f), ofRandom(0.f, 1.f));
//		ofxVec2f amt = ofxVec2f(audioLevel,audioLevel);
//		
//int randomPolygonIndex = (int)ofRandom(0, polygons.size());
		
			//		polygons[randomPolygonIndex].addImpulseForce(pt,amt); //too much slow down
		
		ofxVec2f oldVel = polygons[i].getVelocity();
		
		float downness = audioLevel;
		float rightness = audioLevel;
		
		if(ofRandomf() > 0){
			downness *= -1;
		}
		
		if(ofRandomf() > 0){
			rightness *= -1; //so they don't all tend in the same direction, effectively four options..
		}
		
		ofxVec2f newVel = oldVel + ofxVec2f(rightness, downness);
		
		polygons[i].setVelocity(newVel);
	}
	
	Scene::update(timeSinceLastUpdate, audioLevel);
}
Beispiel #14
0
void ofxCvBlobTracker::drawWData( float x, float y, float sw, float sh )
{

	ofEnableAlphaBlending();


    glPushMatrix();

        glTranslatef( x, y, 0.0 );
        glScalef( sw, sh, 1);

        ofFill();

        for( int i=0; i<blobs.size(); i++ ) {

            // draw with lifespan as alpha
            float lifeAlpha = MIN(.5*blobs[i].lifeSpan,255);


            ofxVec2f delta = ofxVec2f(blobs[i].deltaLoc.x,blobs[i].deltaLoc.y);
            float lenD = delta.lengthSquared();

            ofSetColor( 255,0 ,200,lifeAlpha );

            ofRect( blobs[i].boundingRect.x, blobs[i].boundingRect.y,
                blobs[i].boundingRect.width, blobs[i].boundingRect.height );
        }

        ofDisableAlphaBlending();

        // contours
        ofSetColor(0xffffff);
        for( int i=0; i<blobs.size(); i++ ) {
            glBegin(GL_LINE_LOOP);
            for( int j=0; j<blobs[i].pts.size(); j++ ) {
                glVertex2f( blobs[i].pts[j].x, blobs[i].pts[j].y );
            }
            glEnd();
        }

        // labels
        ofSetColor( 0xffffff );
        for( int i=0; i<blobs.size(); i++ ) {
            ostringstream docstring;
            //docstring << blobs[i].id << endl;
            docstring << findOrder(blobs[i].id) << endl;
            ofDrawBitmapString( docstring.str(),
                            blobs[i].centroid.x, blobs[i].centroid.y );
        }

        // directions
        for( int i=0; i<blobs.size(); i++ ) {

            ofLine(blobs[i].centroid.x,blobs[i].centroid.y,blobs[i].predictedPos.x,blobs[i].predictedPos.y);
        }

	glPopMatrix();
}
Beispiel #15
0
void Obstacles::makePoints(){
	vector<obPoints>::iterator iter;
	vector<ofxVec2f>::iterator vecIter;
	int i;
	for(iter = allObstacles.begin(); iter != allObstacles.end(); iter++){
		cout << "starting iter..." << endl;
		obPoints obs = *iter;
		for(vecIter = obs.begin(); vecIter != obs.end() - 1; vecIter++){
			ofxVec2f a = *(vecIter);
			ofxVec2f b = *(vecIter + 1);
			cout << "A = " << a.x << "," << a.y << endl;
			cout << "B = " << b.x << "," << b.y << endl;
			int c = getCommon(a,b);
			if(c == 0){
				if(a.y < b.y){
					for(i = a.y; i < b.y; i += edge){
						cout << "Adding point " << a.x << "," << i << endl;
						allPoints.push_back(ofxVec2f(a.x,i));
					}
				} else {
					for(i = a.y; i > b.y; i -= edge){
						cout << "Adding point " << a.x << "," << i << endl;
						allPoints.push_back(ofxVec2f(a.x,i));
					}
				}
			} else {
				if(a.x < b.x){
					for(i = a.x; i < b.x; i += edge){
						cout << "Adding point " << i << "," << a.y << endl;
						allPoints.push_back(ofxVec2f(i,a.y));
					}
				} else {
					for(i = a.x; i > b.x; i -= edge){
						cout << "Adding point " << i << "," << a.y << endl;
						allPoints.push_back(ofxVec2f(i,a.y));
					}
				}
			}
		}
	}
	for(vecIter = allPoints.begin();vecIter != allPoints.end(); vecIter++){
		ofxVec2f tt = *(vecIter);
		cout << tt.x << "," << tt.y << endl;
	}
}
//-------------------------------------------------
ofxVec2f vectorField::readFromField(float x, float y){
    if(x >= 1.0 || x < 0 || y >= 1.0 || y < 0){
         return ofxVec2f();
    }
    int rasterX = (int)(x * NUM_BINS_X);
    int rasterY = (int)(y * NUM_BINS_Y);
    ofxVec2f vec = field[rasterX][rasterY];
    return vec;
}
Beispiel #17
0
ofPoint testApp :: getNoiseAtPoint( const ofPoint& point )
{
	float p = getNoiseAtPoint( point.x, point.y );
	
	ofxVec2f v = ofxVec2f( 0, 1 );
	v.rotate( p * 720 );
	
	return ofPoint( v.x, v.y );
}
Beispiel #18
0
bool NawlzBlahParticle :: constrainToBorders ( const ofxVec2f& target )
{
	bool isOutside = false;
	
	bool l = target.x < bounds.x;
	bool t = target.y < bounds.y;
	bool r = target.x > bounds.x + bounds.width;
	bool b = target.y > bounds.y + bounds.height;
	
	isOutside = l || t || r || b;
	
	//--- target back to center of bounds.
	
	if( isOutside )
	{
		float cx = bounds.x + bounds.width  * 0.5;
		float cy = bounds.y + bounds.height * 0.5;
		
		float px = target.x - cx;
		float py = target.y - cy;
		
		ofxVec2f vec = ofxVec2f( px, py );
		float ang = vec.angle( ofxVec2f( 0, -1 ) );							// return an angle between -180 and 180.
		
		wanderTheta = ( ( ang + 180 ) / 360.0 ) * TWO_PI + PI * 0.5;		// circle starts at 12 oclock and moves clock wise.
		wanderTheta *= -1;
	}
	
	return isOutside;
	
	//--- avoid off wall. this approach did not work.
	
	if( l )	wanderTheta = TWO_PI * 0;
	if( t ) wanderTheta = TWO_PI * 0.25;
	if( r ) wanderTheta = TWO_PI * 0.5;
	if( b ) wanderTheta = TWO_PI * 0.75;
	
	if( t && r ) wanderTheta = TWO_PI * 0.125;
	if( r && b ) wanderTheta = TWO_PI * 0.375;
	if( b && l ) wanderTheta = TWO_PI * 0.625;
	if( l && t ) wanderTheta = TWO_PI * 0.875;
	
	return isOutside;
}
Beispiel #19
0
void testApp::extractData()
{
	for (int i =0; i< svgPaths.shapes.size(); i++){
		vector <ofxVec2f> shapePoints;
		for (int j=0; j< svgPaths.shapes[i].pt.size(); j++){
			shapePoints.push_back(ofxVec2f(svgPaths.shapes[i].pt[j].p.x, svgPaths.shapes[i].pt[j].p.y));
		}
		extractedShapes.push_back(shapePoints);
	}
}
Beispiel #20
0
void VirusBase::update() {
	
	// remove_if sorts to the end via a boolean value, 
	// http://en.wikipedia.org/wiki/Erase-remove_idiom
	//barbs.erase( remove_if(barbs.begin(), barbs.end(), bRemoveBarb), barbs.end() );
	
	for (int i = 0; i < barbs.size(); i++) {
		//barbs[i].spring(bodyPts[i].x, bodyPts[i].y, 0.f, .02f, 500.f);
		if (barbs[i].status == STATUS_SEEKING) {
			//barbs[i].updateTarget(mouseX, mouseY);
			//barbs[i].seek(mouseX, mouseY);
			barbs[i].updateBaseLoc(bodyPts[barbs[i].bodyPtIndex].loc.x + loc.x, bodyPts[barbs[i].bodyPtIndex].loc.y + loc.y);
			barbs[i].steer(ofxVec2f(mouseX, mouseY), false, 1.9);
		}
		if (barbs[i].status != STATUS_REMOVE) {
			barbs[i].update();
		}
	}
	
	for (int i = 0; i < bodyPts.size(); i++) {
		bodyPts[i].fixedSpring(0.f, 0.f, 0.3f, bodyPts[i].originPt.length(), acc);
	}
	
	for (int i = 0; i < bodyPts.size(); i++) {
		//elasticEdges( bodyPts[i], 1.75, -WALL_PADDING, .08f);
		bounceOffEdges( bodyPts[i], .7f, WALL_PADDING, .08f );
		bodyPts[i].update( );
	}
	
	addDamping(.0009);
	
	bounceOffEdges( .04f, WALL_PADDING );
	acc *= oneOverMass;
	
	vel += acc;
	vel.limit( MAX_SPEED );
	loc += vel;
	
	torque += -angVel * ANGULAR_DAMPING; 
	angVel += ( torque * oneOverMomentOfInertia );
	orientation += angVel;
	
	for (int i = 0; i < bodyPts.size(); i++) {
		bodyPts[i].loc.set(bodyPts[i].loc.length(), 0);
		bodyPts[i].loc.rotateRad( orientation + bodyPts[i].orientation );
		// these barbs are drawn in world coords, because once fired it is easier to keep track //
		if (barbs[i].status == STATUS_ALIVE) {
			barbs[i].loc.set(bodyPts[barbs[i].bodyPtIndex].loc.x + loc.x, bodyPts[barbs[i].bodyPtIndex].loc.y + loc.y);
			barbs[i].setDirection( bodyPts[barbs[i].bodyPtIndex].loc );
		}
	}
	
	acc.set(0, 0);
	torque = 0.f;
}
void particleManager::handleMouseDrag(float x, float y) {
    float pctx = (float)x / (float)ofGetWidth();
    float pcty = (float)y / (float)ofGetHeight();
    ofxVec2f curPos = ofxVec2f(pctx, pcty);
    ofxVec2f diff = curPos - prevPos;
    if (diff.length() < 4) {
        ofxVec2f angle  = diff / 1.0f;
        VF.addIntoField(pctx, pcty,  angle, 0.093);
    }
    prevPos = curPos;
}
Beispiel #22
0
void polyFixWidth::setPerpendiculars(float len )
{
	if( pts.size() >= 2 )
	{
		// create vector for each end point 
		ofxVec2f ptA = ofxVec2f(pts[0].x,pts[0].y);
		ofxVec2f ptB = ofxVec2f(pts[1].x,pts[1].y);
		
		// calculate perpendicular
		ofxVec2f diffVec = ptA-ptB;
		
		diffVec = diffVec.getNormalized();
		ofxVec2f pp = diffVec.getPerpendicular();
		
		ofPoint c = getCentroid();
		ppA.set( c.x + len * pp.x, c.y + len * pp.y);
		ppB.set( c.x - len * pp.x, c.y - len * pp.y);
	}
	
}
//-------------------------------------------------
void vectorField::randomize(float mag, float pct){

    pct = MIN(1.0, pct);
    pct = MAX(0.0, pct);

    for(int yy = 0; yy < NUM_BINS_Y; yy++){
        for(int xx = 0; xx < NUM_BINS_X; xx++){
            field[xx][yy] *= 1.0 - pct;
            field[xx][yy] += ofxVec2f( ofRandom(-1.0, 1.0), ofRandom(-1.0, 1.0)) * mag * pct;
        }
    }
}
void MiniObject::drawTriangle(const Particle pp1, const Particle pp2, const Particle pp3, int isFront, float blockX, float blockY){
	ofxVec2f t1;
	ofxVec2f t2;
	ofxVec2f t3;
	
	int x=0;
	int y=0;
	
	if (isFront==0) {
		t1 = ofxVec2f((x+1) * blockX, y * blockY);
		t2 = ofxVec2f(x * blockX, y * blockY);
		t3 = ofxVec2f(x * blockX, (y+1) * blockY);
	}else {
		t1 = ofxVec2f((x+1) * blockX, (y+1) * blockY);
		t2 = ofxVec2f((x+1) * blockX, y * blockY);
		t3 = ofxVec2f(x * blockX, (y+1) * blockY);
	}
	
	//glTexCoord2fv(t1.v);
	glNormal3fv(pp1.getNormal().getXLocation());
	glVertex3fv(pp1.getPosition().getXLocation());
	
	//glTexCoord2fv(t2.v);
	glNormal3fv(pp2.getNormal().getXLocation());
	glVertex3fv(pp2.getPosition().getXLocation());
	
	//glTexCoord2fv(t3.v);
	glNormal3fv(pp3.getNormal().getXLocation());
	glVertex3fv(pp3.getPosition().getXLocation());
	
}
Beispiel #25
0
void polyFixWidth::makeRectangle()
{
	if( pts.size() == 2 )
	{
		float hW = width * .5f;
		
		// get perpendicular
		ofxVec2f ptA = ofxVec2f(pts[0].x,pts[0].y);
		ofxVec2f ptB = ofxVec2f(pts[1].x,pts[1].y);
		ofxVec2f ptDiff = ptA-ptB;
		
		center.set((ptA.x+ptB.x)*.5,(ptA.y+ptB.y)*.5);
		
		if( bSquare )
		{
			// hW = length*.5;
			ofxVec2f ptNormal = ptDiff;
			ptNormal = ptNormal.normalize();
			pts[0].set(center.x - hW * ptNormal.x,center.y - hW * ptNormal.y);
			pts[1].set(center.x + hW * ptNormal.x,center.y + hW * ptNormal.y);
			
			ptA.set(pts[0].x,pts[0].y);
			ptB.set(pts[1].x,pts[1].y);
		}
		
		length = ptDiff.length();
		ofxVec2f pp = ptDiff.perpendicular();

		rectPts.clear();
		
		rectPts.push_back( ofPoint(ptA.x + hW * pp.x, ptA.y + hW * pp.y) );
		rectPts.push_back( ofPoint(ptB.x + hW * pp.x, ptB.y + hW * pp.y) );
		rectPts.push_back( ofPoint(ptB.x - hW * pp.x, ptB.y - hW * pp.y) );
		rectPts.push_back( ofPoint(ptA.x - hW * pp.x, ptA.y - hW * pp.y) );
	}else{
		//cout << "t pts " << pts.size() << endl;
	}
	
	
}
Beispiel #26
0
void NawlzBlahParticle :: wander()
{
	wanderTheta += ofRandom( -wanderChange, wanderChange );     // Randomly change wander theta
	
	circle = vel;				// Start with velocity
	circle.normalize();			// Normalize to get heading
	circle *= wanderDistance;	// Multiply by distance
	circle += loc;				// Make it relative to boid's location
	
	circleOffSet	= ofxVec2f( wanderRadius * cos( wanderTheta ), wanderRadius * sin( wanderTheta ) );
	circleTarget	= circle + circleOffSet;
	acc				+= steer( circleTarget );
}
	//*******************************************************************************************************
	void CDaisyScene::DrawCircleRecursive(float dist, float size, float f, ofxVec2f pos, float alpha)
	{
		glTranslatef(pos.x, pos.y, 0);

		int num = (int)dist;

		static int num_per_recurse = 25;

		if(num > num_per_recurse)
		{
			dist *= 0.5f;

			float angle = GetWorldTime() * 2.0f;
			float inc_num = num_per_recurse / 4;
			float angle_inc = TWO_PI / (float)inc_num;

			for(int i=0; i<inc_num; i++)
			{
				angle += angle_inc;

				ofxVec2f final_pos = ofxVec2f(sin(angle), -cos(angle));
				final_pos *= 3.0f * dist;
				glPushMatrix();
				DrawCircleRecursive(dist, size*0.7f, f, final_pos, alpha);
				glPopMatrix();
			}
		}
		else
		{
			//dist -= 1.0f;
			ofSetColor(255, 255*f, 0.0f, alpha);
			//ofCircle(pos.x, pos.y, GetApp().GetScreenRelativeSize(0.05f));
			ofCircle(0, 0, GetApp().GetScreenRelativeSize(0.05f*size));


			//float angle = GetWorldTime() * 2.0f;
			//float angle_inc = TWO_PI / dist;
			//size /= (dist/10.0f);
			//RMath::Limit(0.0f, size, 0.1f);

			//dist -= 1.0f;
			//ofSetColor(255, 255*f, 0.0f, dist*dist);

			//for(int i=0; i<num; ++i)
			//{
			//	angle += angle_inc;
			//	ofxVec2f final_pos = pos + ofxVec2f(sin(angle), -cos(angle)) * dist * 2.0f;
			//	ofCircle(final_pos.x, final_pos.y, GetApp().GetScreenRelativeSize(0.1f*size*size_mul));
			//}
		}
	}
void testApp::setup() {
	ofSetWindowTitle(appName);
	ofSetVerticalSync(true);
	ofSetLogLevel(OF_LOG_VERBOSE);

	ofSeedRandom(0);
	PhotoManager::setup("~/Desktop/3rdiStream/resized/");
	
	setupOsc();

	ofxVec2f size = getMaxSize();
	surface.setup(size, ofxVec2f(60, 100));
	wall.setup(surface);
}
void testApp::mouseMoved(int x, int y) {
	if(master) {
		ofxOscMessage message;
		message.setAddress("mouse");

		ofxVec2f cur(x, y);
		cur /= ofxVec2f(ofGetWidth(), ofGetHeight());

		message.addFloatArg(cur.x);
		message.addFloatArg(cur.y);
		
		oscSender.sendMessage(message);
	}
}
	//*******************************************************************************************************
	void CDaisyScene::Draw()
	{
		float h = GetAppHeight();
		float w = GetAppWidth();
		
		// clear depth buffer (but not color buffer)
		glClear(GL_DEPTH_BUFFER_BIT);
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
		glEnable(GL_BLEND);
		
		glPushMatrix();

		ofxVec2f centre = ofxVec2f(w/2.0f, h/2.0f);
		
		float time = GetWorldTime();
		//centre += ofxVec2f(GetSoundEngine().GetMovement(0.2f)*w*0.05, GetSoundEngine().GetMovement(0.6f)*h*0.05f);
		
		float f = 0.0f;
		
		for(TParticleList::iterator it = m_Particles.begin(); it != m_Particles.end(); ++it)
		{
			CBasicParticle* p_particle = *it;
			
			ofxVec2f pos = centre + p_particle->GetPos() * w * 0.5f;
			
			
			float size = GetSoundEngine().GetAverage(f);
			RMath::LimitUpper(size, 0.5f);
			size *= (1.0f + GetSoundEngine().GetMovement(f));
			//size *= 0.1f;

			float dist = p_particle->GetPos().length() * 100.0f;
			RMath::Limit(1.0f, dist, 100.0f);
			
			float size_mul = 1.0f;
			glPushMatrix();

			float alpha = dist * 2.0f;
			DrawCircleRecursive(dist, size, f, pos, alpha);

			glPopMatrix();
			f += one_on_num;
		}
		
		glDisable(GL_BLEND);
		
		glPopMatrix();
	}