コード例 #1
0
//--------------------------------------------------------------
void ofApp::update() {

    if (startDraw<20) {
        startDraw ++ ;
    }

    ofEnableAlphaBlending();

    rgbaFbo.begin();
    drawFboTest();
    for (int i=0; i<NUM; i++) {
        pens[i].update();
    }
    rgbaFbo.end();

    x += speedX;
    y += speedY;

    if (x >= 0 || x <= -167.5) {
        speedX = speedX*-1;
    }
    if (y >= 0 || y <= -390) {
        speedY = speedY*-1;
    }

}
コード例 #2
0
ファイル: testApp.cpp プロジェクト: chewyishere/fuseVJ
//--------------------------------------------------------------
void testApp::update(){
    //fbo
    rgbaFboFloat.begin();
    drawFboTest();
	rgbaFboFloat.end();
    // sort all the dwgParti:
	sort( bgParti.begin(), bgParti.end(), comparisonFunction );
    for (int i = 0; i < bgParti.size(); i++){
		bgParti[i]->resetForce();
	}
    
    for (int i = 0; i < bgParti.size(); i++){
		for (int j = i-1; j >= 0; j--){
			if ( fabs(bgParti[j]->pos.x - bgParti[i]->pos.x) >	50) break;
            if (i != j){
                bgParti[i]->addForFlocking(*bgParti[j]);
            }
		}
        bgParti[i]->addRepulsionForce(mouseX, mouseY, 40, 0.4);
	}
    
	for (int i = 0; i < bgParti.size(); i++){
		bgParti[i]->addFlockingForce();
		bgParti[i]->addDampingForce();
		bgParti[i]->update();
	}
	
	
	// wrap torroidally.
	for (int i = 0; i < bgParti.size(); i++){
		ofVec2f pos = bgParti[i]->pos;
		if (pos.x < 0) pos.x = ofGetWidth();
		if (pos.x > ofGetWidth()) pos.x = 0;
		if (pos.y < 0) pos.y = ofGetHeight();
		if (pos.y > ofGetHeight()) pos.y = 0;
		bgParti[i]->pos = pos;
	}
    
    
    //osc
    
    // hide old messages
	for(int i = 0; i < NUM_MSG_STRINGS; i++){
		if(timers[i] < ofGetElapsedTimef()){
			msg_strings[i] = "";
		}
	}
    
	// check for waiting messages
	while(receiver.hasWaitingMessages()){
		// get the next message
		ofxOscMessage m;
		receiver.getNextMessage(&m);
        for (int i = 0; i < dwgParti.size(); i++){
            // check for mouse moved message
            if(m.getAddress() == "/accel/x"){
                bgParti[i]->r3 = m.getArgAsFloat(0);
                bgParti[i]->vel.x += m.getArgAsFloat(0);
                cout << m.getArgAsFloat(0) << endl;
            }
            
            if(m.getAddress() == "/accel/y"){
                bgParti[i]->r2 = m.getArgAsFloat(0);
                bgParti[i]->vel.y += m.getArgAsFloat(0);
            }
            
            if(m.getAddress() == "/accel/z"){
                bgParti[i]->r1 = m.getArgAsFloat(0);
                bgParti[i]->vel.z += m.getArgAsFloat(0);
            }
            
            
            if(m.getAddress() == "/hue"){
                bgParti[i]->c.setHue(m.getArgAsFloat(0));
            }
            
            if(m.getAddress() == "/sat"){
                bgParti[i]->c.setSaturation(m.getArgAsFloat(0));
            }
            
            
            else{
                // unrecognized message: display on the bottom of the screen
                string msg_string;
                msg_string = m.getAddress();
                msg_string += ": ";
                for(int i = 0; i < m.getNumArgs(); i++){
                    // get he argument type
                    msg_string += m.getArgTypeName(i);
                    msg_string += ":";
                    // display the argument - make sure we get the right type
                    if(m.getArgType(i) == OFXOSC_TYPE_INT32){
                        msg_string += ofToString(m.getArgAsInt32(i));
                    }
                    else if(m.getArgType(i) == OFXOSC_TYPE_FLOAT){
                        msg_string += ofToString(m.getArgAsFloat(i));
                    }
                    else if(m.getArgType(i) == OFXOSC_TYPE_STRING){
                        msg_string += m.getArgAsString(i);
                    }
                    else{
                        msg_string += "unknown";
                    }
                }
                // add to the list of strings to display
                msg_strings[current_msg_string] = msg_string;
                timers[current_msg_string] = ofGetElapsedTimef() + 5.0f;
                current_msg_string = (current_msg_string + 1) % NUM_MSG_STRINGS;
                // clear the next line
                msg_strings[current_msg_string] = "";
            }
            
        }
        
	}
    
    ofPushView();
    ofPushStyle();
    
    ofPushMatrix();
    
    ofEnableBlendMode(OF_BLENDMODE_ALPHA);
    ofClear(0, 255);
    
    float fade = abs(sin( ofGetElapsedTimef()*0.099 ));
    ofSetColor( ofMap( fade , 0.0f, 0.5f, 0.0f, 1.0f, true) * 255,255);
    
    ofDisableBlendMode();
    ofPopMatrix();
    
    ofPopView();
    ofPopStyle();
    
    ofSetWindowTitle(ofToString(ofGetFrameRate()));
    
    //osc
    
    // hide old messages
	for(int i = 0; i < NUM_MSG_STRINGS; i++){
		if(timers[i] < ofGetElapsedTimef()){
			msg_strings[i] = "";
		}
	}
    
	// check for waiting messages
	while(receiver.hasWaitingMessages()){
		// get the next message
		ofxOscMessage m;
		receiver.getNextMessage(&m);
        for (int i = 0; i < dwgParti.size(); i++){
            // check for mouse moved message
            if(m.getAddress() == "/accel/x"){
                dwgParti[i].r3 = m.getArgAsFloat(0);
                dwgParti[i].vel.x += m.getArgAsFloat(0);
                cout << m.getArgAsFloat(0) << endl;
            }
            
            if(m.getAddress() == "/accel/y"){
                dwgParti[i].r2 = m.getArgAsFloat(0);
                dwgParti[i].vel.y += m.getArgAsFloat(0);
            }
            
            if(m.getAddress() == "/accel/z"){
                dwgParti[i].r1 = m.getArgAsFloat(0);
                dwgParti[i].vel.z += m.getArgAsFloat(0);
            }
            
            
            if(m.getAddress() == "/hue"){
                dwgParti[i].c.setHue(m.getArgAsFloat(0));
            }
            
            if(m.getAddress() == "/sat"){
                dwgParti[i].c.setSaturation(m.getArgAsFloat(0));
            }
            
            
            else{
                // unrecognized message: display on the bottom of the screen
                string msg_string;
                msg_string = m.getAddress();
                msg_string += ": ";
                for(int i = 0; i < m.getNumArgs(); i++){
                    // get he argument type
                    msg_string += m.getArgTypeName(i);
                    msg_string += ":";
                    // display the argument - make sure we get the right type
                    if(m.getArgType(i) == OFXOSC_TYPE_INT32){
                        msg_string += ofToString(m.getArgAsInt32(i));
                    }
                    else if(m.getArgType(i) == OFXOSC_TYPE_FLOAT){
                        msg_string += ofToString(m.getArgAsFloat(i));
                    }
                    else if(m.getArgType(i) == OFXOSC_TYPE_STRING){
                        msg_string += m.getArgAsString(i);
                    }
                    else{
                        msg_string += "unknown";
                    }
                }
                // add to the list of strings to display
                msg_strings[current_msg_string] = msg_string;
                timers[current_msg_string] = ofGetElapsedTimef() + 5.0f;
                current_msg_string = (current_msg_string + 1) % NUM_MSG_STRINGS;
                // clear the next line
                msg_strings[current_msg_string] = "";
            }
            
        }
        
	}
    
    
    // number == 1 +++++++++++++++++++++++++++++++++++++
    
    
    if(number==1) {
        
        // background dwgParti
        
        sort( bgParti.begin(), bgParti.end(), comparisonFunction );
        
        for (int i = 0; i < bgParti.size(); i++){
            bgParti[i]->cohesion.strength = 0.1;
            bgParti[i]->cohesion.distance = 50;
            bgParti[i]->alignment.strength =  0.7;
            bgParti[i]->alignment.distance = 42;
            bgParti[i]->seperation.strength = 0.7;
            bgParti[i]->seperation.distance = 38;
            bgParti[i]->damping = 0.08;            
        }
        
        
        for (int i = 0; i < bgParti.size(); i++){
            bgParti[i]->resetForce();
        }
        
        
        for (int i = 0; i < bgParti.size(); i++){
            for (int j = i-1; j >= 0; j--){
                if ( fabs(bgParti[j]->pos.x - bgParti[i]->pos.x) >	50) break;
                if (i != j){
                    bgParti[i]->addForFlocking(*bgParti[j]);
                }
            }
        }

//            for (int i = 0; i < bgParti.size(); i++){
//                bgParti[i]->c.set(ofRandom(100,255),0,ofRandom(0,50),50);
//        }
//        
//        
//        
        for (int i = 0; i < bgParti.size(); i++){
            bgParti[i]->addFlockingForce();
            bgParti[i]->addDampingForce();
            bgParti[i]->update();
        }
        
        // wrap torroidally.
        for (int i = 0; i < bgParti.size(); i++){
            ofVec2f pos = bgParti[i]->pos;
            if (pos.x < 0) pos.x = ofGetWidth();
            if (pos.x > ofGetWidth()) pos.x = 0;
            if (pos.y < 0) pos.y = ofGetHeight();
            if (pos.y > ofGetHeight()) pos.y = 0;
            bgParti[i]->pos = pos;
        }

    };
    
    
    
    // number == 2 addAttractionForce to Mouse +++++++++++++++++++++++++++++++++++++
    
    if(number==2)  {
        
        
        // background dwgParti
        
        sort( bgParti.begin(), bgParti.end(), comparisonFunction );
        
        for (int i = 0; i < bgParti.size(); i++){
            bgParti[i]->cohesion.strength = 0.76;
            bgParti[i]->cohesion.distance = 50;
            bgParti[i]->alignment.strength =  0.5;
            bgParti[i]->alignment.distance = 130;
            bgParti[i]->seperation.strength = 0.4;
            bgParti[i]->seperation.distance = 157;
            bgParti[i]->damping = 0.192;
        }
        
        
        for (int i = 0; i < bgParti.size(); i++){
            bgParti[i]->resetForce();
        }
        
        
        for (int i = 0; i < bgParti.size(); i++){
            for (int j = i-1; j >= 0; j--){
                if ( fabs(bgParti[j]->pos.x - bgParti[i]->pos.x) >	50) break;
                if (i != j){
                    bgParti[i]->addForFlocking(*bgParti[j]);
                }
            }
        }
        
        
        
        for (int i = 0; i < bgParti.size(); i++){
            bgParti[i]->addFlockingForce();
            bgParti[i]->addDampingForce();
            bgParti[i]->update();
        }
        
        
        // wrap torroidally.
        for (int i = 0; i < bgParti.size(); i++){
            ofVec2f pos = bgParti[i]->pos;
            if (pos.x < 0) pos.x = ofGetWidth();
            if (pos.x > ofGetWidth()) pos.x = 0;
            if (pos.y < 0) pos.y = ofGetHeight();
            if (pos.y > ofGetHeight()) pos.y = 0;
            bgParti[i]->pos = pos;
        }
    }
    
    
    // number == 3  addRepulsionForce to Mouse  +++++++++++++++++++++++++++++++++++++
    
    if(number==3)  {
        
        // background dwgParti
        
        sort( bgParti.begin(), bgParti.end(), comparisonFunction );
        
        for (int i = 0; i < bgParti.size(); i++){
            bgParti[i]->cohesion.strength = 0.2;
            bgParti[i]->cohesion.distance = 200;
            bgParti[i]->alignment.strength =  0.24;
            bgParti[i]->alignment.distance = 198;
            bgParti[i]->seperation.strength = 0.4;
            bgParti[i]->seperation.distance = 33;
            bgParti[i]->damping = 0.029;
        }
        
        
        for (int i = 0; i < bgParti.size(); i++){
            bgParti[i]->resetForce();
        }
        
        
        for (int i = 0; i < bgParti.size(); i++){
            for (int j = i-1; j >= 0; j--){
                if ( fabs(bgParti[j]->pos.x - bgParti[i]->pos.x) >	50) break;
                if (i != j){
                    bgParti[i]->addForFlocking(*bgParti[j]);
                }
            }
        }
        
        
        
        for (int i = 0; i < bgParti.size(); i++){
            bgParti[i]->addFlockingForce();
            bgParti[i]->addDampingForce();
            bgParti[i]->update();
        }
        
        
        // wrap torroidally.
        for (int i = 0; i < bgParti.size(); i++){
            ofVec2f pos = bgParti[i]->pos;
            if (pos.x < 0) pos.x = ofGetWidth();
            if (pos.x > ofGetWidth()) pos.x = 0;
            if (pos.y < 0) pos.y = ofGetHeight();
            if (pos.y > ofGetHeight()) pos.y = 0;
            bgParti[i]->pos = pos;
        }
        
        
        
         }
    // number == 4  seperation.distance +++++++++++++++++++++++++++++++++++++
    
    if(number == 4) {
        
        // background dwgParti
        
        sort( bgParti.begin(), bgParti.end(), comparisonFunction );
        
        for (int i = 0; i < bgParti.size(); i++){
            bgParti[i]->cohesion.strength = 0.19;
            bgParti[i]->cohesion.distance = 200;
            bgParti[i]->alignment.strength =  0.2;
            bgParti[i]->alignment.distance = 175;
            bgParti[i]->seperation.strength = 0.46;
            bgParti[i]->seperation.distance = 200;
            bgParti[i]->damping = 0.45;
        }
        
        
        for (int i = 0; i < bgParti.size(); i++){
            bgParti[i]->resetForce();
        }
        
        
        for (int i = 0; i < bgParti.size(); i++){
            for (int j = i-1; j >= 0; j--){
                if ( fabs(bgParti[j]->pos.x - bgParti[i]->pos.x) >	50) break;
                if (i != j){
                    bgParti[i]->addForFlocking(*bgParti[j]);
                }
            }
        }
        
        
        
        for (int i = 0; i < bgParti.size(); i++){
            bgParti[i]->addFlockingForce();
            bgParti[i]->addDampingForce();
            bgParti[i]->update();
        }
        
        
        // wrap torroidally.
        for (int i = 0; i < bgParti.size(); i++){
            ofVec2f pos = bgParti[i]->pos;
            if (pos.x < 0) pos.x = ofGetWidth();
            if (pos.x > ofGetWidth()) pos.x = 0;
            if (pos.y < 0) pos.y = ofGetHeight();
            if (pos.y > ofGetHeight()) pos.y = 0;
            bgParti[i]->pos = pos;
        }
        
        
         }
    
    
    
    // number == 5  +++++++++++++++++++++++++++++++++++++
    
    if(number == 5) {
        // background dwgParti
        
        sort( bgParti.begin(), bgParti.end(), comparisonFunction );
        
        for (int i = 0; i < bgParti.size(); i++){
            bgParti[i]->cohesion.strength = 0.5;
            bgParti[i]->cohesion.distance = 100;
            bgParti[i]->alignment.strength =  0.38;
            bgParti[i]->alignment.distance = 52;
            bgParti[i]->seperation.strength = 0.9;
            bgParti[i]->seperation.distance = 15;
            bgParti[i]->damping = 0.68;
        }
        
        
        for (int i = 0; i < bgParti.size(); i++){
            bgParti[i]->resetForce();
        }
        
        
        for (int i = 0; i < bgParti.size(); i++){
            for (int j = i-1; j >= 0; j--){
                if ( fabs(bgParti[j]->pos.x - bgParti[i]->pos.x) >	50) break;
                if (i != j){
                    bgParti[i]->addForFlocking(*bgParti[j]);
                }
            }
        }
        
        
        
        for (int i = 0; i < bgParti.size(); i++){
            bgParti[i]->addFlockingForce();
            bgParti[i]->addDampingForce();
            bgParti[i]->update();
        }
        
        
        // wrap torroidally.
        for (int i = 0; i < bgParti.size(); i++){
            ofVec2f pos = bgParti[i]->pos;
            if (pos.x < 0) pos.x = ofGetWidth();
            if (pos.x > ofGetWidth()) pos.x = 0;
            if (pos.y < 0) pos.y = ofGetHeight();
            if (pos.y > ofGetHeight()) pos.y = 0;
            bgParti[i]->pos = pos;
        }
        
        
      }
    
    
// number == 6 repulsion = sound +++++++++++++++++++++++++++++++++++++
    
    
        if(number == 6) {
            // background dwgParti
            
            sort( bgParti.begin(), bgParti.end(), comparisonFunction );
            
            for (int i = 0; i < bgParti.size(); i++){
                bgParti[i]->cohesion.strength = 0.20;
                bgParti[i]->cohesion.distance = 10;
                bgParti[i]->alignment.strength =  0.31;
                bgParti[i]->alignment.distance = 200;
                bgParti[i]->seperation.strength = 0.4;
                bgParti[i]->seperation.distance = 2;
                bgParti[i]->damping = 0.20;
            }
            
            
            for (int i = 0; i < bgParti.size(); i++){
                bgParti[i]->resetForce();
            }
            
            
            for (int i = 0; i < bgParti.size(); i++){
                for (int j = i-1; j >= 0; j--){
                    if ( fabs(bgParti[j]->pos.x - bgParti[i]->pos.x) >50) break;
                    if (i != j){
                        bgParti[i]->addForFlocking(*bgParti[j]);
                    }
                }
            }
            
            
            
            for (int i = 0; i < bgParti.size(); i++){
                bgParti[i]->addFlockingForce();
                bgParti[i]->addDampingForce();
                bgParti[i]->update();
            }
            
            
            // wrap torroidally.
            for (int i = 0; i < bgParti.size(); i++){
                ofVec2f pos = bgParti[i]->pos;
                if (pos.x < 0) pos.x = ofGetWidth();
                if (pos.x > ofGetWidth()) pos.x = 0;
                if (pos.y < 0) pos.y = ofGetHeight();
                if (pos.y > ofGetHeight()) pos.y = 0;
                bgParti[i]->pos = pos;
            }
            
            
        }
    
    
    
    
    // number == 7 repulsion  +++++++++++++++++++++++++++++++++++++
    
    if(number == 7) {
        
            // background dwgParti
            
            sort( bgParti.begin(), bgParti.end(), comparisonFunction );
            
            for (int i = 0; i < bgParti.size(); i++){
                bgParti[i]->cohesion.strength = 0.20;
                bgParti[i]->cohesion.distance = 100;
                bgParti[i]->alignment.strength =  0.31;
                bgParti[i]->alignment.distance = 20;
                bgParti[i]->seperation.strength = 0.4;
                bgParti[i]->seperation.distance = 2;
                bgParti[i]->damping = 0.8;
            }
            
            
            for (int i = 0; i < bgParti.size(); i++){
                bgParti[i]->resetForce();
            }
            
            
            for (int i = 0; i < bgParti.size(); i++){
                for (int j = i-1; j >= 0; j--){
                    if ( fabs(bgParti[j]->pos.x - bgParti[i]->pos.x) >50) break;
                    if (i != j){
                        bgParti[i]->addForFlocking(*bgParti[j]);
                    }
                }
            }
            
            
            
            for (int i = 0; i < bgParti.size(); i++){
                bgParti[i]->addFlockingForce();
                bgParti[i]->addDampingForce();
                bgParti[i]->update();
            }
            
            
            // wrap torroidally.
            for (int i = 0; i < bgParti.size(); i++){
                ofVec2f pos = bgParti[i]->pos;
                if (pos.x < 0) pos.x = ofGetWidth();
                if (pos.x > ofGetWidth()) pos.x = 0;
                if (pos.y < 0) pos.y = ofGetHeight();
                if (pos.y > ofGetHeight()) pos.y = 0;
                bgParti[i]->pos = pos;
            }
            
            
        }
        
    
    // number == 8  +++++++++++++++++++++++++++++++++++++
    
    if(number == 8) {
        
        // background dwgParti
        
        sort( bgParti.begin(), bgParti.end(), comparisonFunction );
        
        for (int i = 0; i < bgParti.size(); i++){
            bgParti[i]->cohesion.strength = 0.43;
            bgParti[i]->cohesion.distance = 13.3;
            bgParti[i]->alignment.strength =  0.2;
            bgParti[i]->alignment.distance = 16.7;
            bgParti[i]->seperation.strength = 0.73;
            bgParti[i]->seperation.distance = 105;
            bgParti[i]->damping = 0.3;
        }
        
        
        for (int i = 0; i < bgParti.size(); i++){
            bgParti[i]->resetForce();
        }
        
        
        for (int i = 0; i < bgParti.size(); i++){
            for (int j = i-1; j >= 0; j--){
                if ( fabs(bgParti[j]->pos.x - bgParti[i]->pos.x) >50) break;
                if (i != j){
                    bgParti[i]->addForFlocking(*bgParti[j]);
                }
            }
        }
        
        
        for (int i = 0; i < bgParti.size(); i++){
            bgParti[i]->addFlockingForce();
            bgParti[i]->addDampingForce();
            bgParti[i]->update();
        }
        
        
    }

    
    // number == 9  +++++++++++++++++++++++++++++++++++++
    
    if(number == 9) {
        
        // background dwgParti
        
        sort( bgParti.begin(), bgParti.end(), comparisonFunction );
        
        for (int i = 0; i < bgParti.size(); i++){
            bgParti[i]->cohesion.strength = 1;
            bgParti[i]->cohesion.distance = 200;
            bgParti[i]->alignment.strength =  0.5;
            bgParti[i]->alignment.distance = 200;
            bgParti[i]->seperation.strength = 0.77;
            bgParti[i]->seperation.distance = 84.4;
            bgParti[i]->damping = 0.2;
        }
        
        
        for (int i = 0; i < bgParti.size(); i++){
            bgParti[i]->resetForce();
        }
        
        
        for (int i = 0; i < bgParti.size(); i++){
            for (int j = i-1; j >= 0; j--){
                if ( fabs(bgParti[j]->pos.x - bgParti[i]->pos.x) >50) break;
                if (i != j){
                    bgParti[i]->addForFlocking(*bgParti[j]);
                }
            }
        }
        
        
        for (int i = 0; i < bgParti.size(); i++){
            bgParti[i]->addFlockingForce();
            bgParti[i]->addDampingForce();
            bgParti[i]->update();
        }
        
        
    }
    

    
    
       // number == 11 == draw +++++++++++++++++++++++++++++++++++++

    // font dwgParti
    
    
    if(number == 11) {
    
    for (int i = 0; i < dwgParti.size(); i++){
        dwgParti[i].resetForce();
    }
      blendMode = OF_BLENDMODE_SCREEN;
    for (int i = 0; i < dwgParti.size(); i++){
        
        dwgParti[i].addAttractionForce(mouseX, mouseY, 1000, 0.5);
        dwgParti[i].alignment.strength = scaledVol*2000;
        dwgParti[i].c.set(255,ofRandom(100,250),255);
        
        
        for (int j = 0; j < i; j++){
            if (bRepel){
                dwgParti[i].addRepulsionForce(dwgParti[j], radius, strength);
            } else {
                dwgParti[i].addAttractionForce(dwgParti[j], radius, strength);
            }
        }
    }
    
    for (int i = 0; i < dwgParti.size(); i++){
        dwgParti[i].addDampingForce();
        dwgParti[i].update();
    }
    

}

    
// number == 12 == draw +++++++++++++++++++++++++++++++++++++
    
    // font dwgParti
    
    if(number == 12) {

    
    // font dwgParti
    
    for (int i = 0; i < dwgParti.size(); i++){
        dwgParti[i].resetForce();
    }
    
    
    for (int i = 0; i < dwgParti.size(); i++){
        
        dwgParti[i].addAttractionForce(mouseX, mouseY, 1000, 0.5);
        // dwgParti[i].scl.x = 500;
        // dwgParti[i].scl.y = 500;
        
        for (int j = 0; j < i; j++){
            if (bRepel){
                dwgParti[i].addRepulsionForce(dwgParti[j], radius + smoothedVol * 3000, strength);
            } else {
                dwgParti[i].addAttractionForce(dwgParti[j], radius , strength);
            }
        }
    }
    
    for (int i = 0; i < dwgParti.size(); i++){
        dwgParti[i].addDampingForce();
        dwgParti[i].damping = 0.1;
        dwgParti[i].update();
    }
    }
    
    
// number == 13 == draw +++++++++++++++++++++++++++++++++++++
    
    // font dwgParti
    
    if(number == 13) {
  
    
    // font dwgParti 
    
    for (int i = 0; i < dwgParti.size(); i++){
        dwgParti[i].resetForce();
    }
    
    for (int i = 0; i < dwgParti.size(); i++){
        
        for (int j = 0; j < dwgParti.size(); j++){
            if (i != j){
                dwgParti[i].addForFlocking(dwgParti[j]);
            }
        }
        
    }
    
    
    
    for (int i = 0; i < dwgParti.size(); i++){
        
        dwgParti[i].damping = smoothedVol*200;
    }
    
    for (int i = 0; i < dwgParti.size(); i++){
        
        dwgParti[i].addFlockingForce();
        dwgParti[i].addDampingForce();
        dwgParti[i].update();
    }
    
    
    // wrap torroidally.
    for (int i = 0; i < dwgParti.size(); i++){
        ofVec2f pos = dwgParti[i].pos;
        if (pos.x < 0) pos.x = ofGetWidth();
        if (pos.x > ofGetWidth()) pos.x = 0;
        if (pos.y < 0) pos.y = ofGetHeight();
        if (pos.y > ofGetHeight()) pos.y = 0;
        dwgParti[i].pos = pos;
    }
    

}
    
   // number == 14 == draw +++++++++++++++++++++++++++++++++++++
    
    // font dwgParti
    
    if(number == 14) {
        
    for (int i = 0; i < dwgParti.size(); i++){
        dwgParti[i].resetForce();
    }
    
    
    for (int i = 0; i < dwgParti.size(); i++){
        for (int j = 0; j < dwgParti.size(); j++){
            if (i != j){
                dwgParti[i].addForFlocking(dwgParti[j]);
            }
        }
        
        // this was something we tried in class (partitcle move away from mouse...)
        dwgParti[i].addRepulsionForce(mouseX, mouseY, 40, 0.4);
    }
    
    for (int i = 0; i < dwgParti.size(); i++){
        dwgParti[i].addFlockingForce();
        dwgParti[i].addDampingForce();
        dwgParti[i].update();
    }
    
    
    // wrap torroidally.
    for (int i = 0; i < dwgParti.size(); i++){
        ofVec2f pos = dwgParti[i].pos;
        if (pos.x < 0) pos.x = ofGetWidth();
        if (pos.x > ofGetWidth()) pos.x = 0;
        if (pos.y < 0) pos.y = ofGetHeight();
        if (pos.y > ofGetHeight()) pos.y = 0;
        dwgParti[i].pos = pos;
    }
    
    for (int i = 0; i < dwgParti.size(); i++){
        dwgParti[i].seperation.distance = smoothedVol*1000 ;
        dwgParti[i].seperation.strength = 23;
        dwgParti[i].damping = 0.13;
        
        dwgParti[i].addAttractionForce(mouseX, mouseY, 1000, 0.5);
        
    }
}
    
    
    
    // number == 15 == Launch +++++++++++++++++++++++++++++++++++++
    
    if(number == 15) {
        
   
    for (int i = 0; i < dwgParti.size(); i++){
        dwgParti[i].resetForce();
    }
    
    for (int i = 0; i < dwgParti.size(); i++){
        for (int j = 0; j < dwgParti.size(); j++){
            if (i != j){
                dwgParti[i].addForFlocking(dwgParti[j]);
            }
        }
        
        
        // this was something we tried in class (partitcle move away from mouse...)
        dwgParti[i].addRepulsionForce(mouseX, mouseY, 40, 0.4);
    }
    
    for (int i = 0; i < dwgParti.size(); i++){
        
        
        dwgParti[i].addFlockingForce();
        dwgParti[i].cohesion.strength = smoothedVol*100;
        dwgParti[i].damping = 0.05;
        dwgParti[i].addDampingForce();
        dwgParti[i].update();
    }
    
    
    // wrap torroidally.
    for (int i = 0; i < dwgParti.size(); i++){
        ofVec2f pos = dwgParti[i].pos;
        if (pos.x < 0) pos.x = ofGetWidth();
        if (pos.x > ofGetWidth()) pos.x = 0;
        if (pos.y < 0) pos.y = ofGetHeight();
        if (pos.y > ofGetHeight()) pos.y = 0;
        dwgParti[i].pos = pos;
    }
    
}
    
    
    // number == 17 == Launch +++++++++++++++++++++++++++++++++++++
    
    if(number == 17) {
        
        for (int i = 0; i < dwgParti.size(); i++){
            dwgParti[i].resetForce();
        }
        
        for (int i = 0; i < dwgParti.size(); i++){
            
            dwgParti[i].addAttractionForce(mouseX, mouseY, 1000, 0.5);
            dwgParti[i].c.set(ofRandom(100,255), ofRandom(100,255), ofRandom(100,255));
            
            for (int j = 0; j < i; j++){
                if (bRepel){
                    dwgParti[i].addRepulsionForce(dwgParti[j], radius+200, strength);
                } else {
                    dwgParti[i].addAttractionForce(dwgParti[j], radius, strength);
                }
            }
        }
        
        for (int i = 0; i < dwgParti.size(); i++){
            dwgParti[i].addDampingForce();
            dwgParti[i].update();
        }
        
    }
    
    

    

    //tail testing
    timePoint temp;
    
  	temp.t = ofGetElapsedTimef() - startTime;
	pts.push_back(temp);
	
    
    if(number==0) {
        
        if (pts.size() > 750){
            pts.erase(pts.begin());
        }
        
    }

}
コード例 #3
0
ファイル: testApp.cpp プロジェクト: chewyishere/fuseVJ
//--------------------------------------------------------------
void testApp::update(){

    
	panel.update();
	
    
    rgbaFboFloat.begin();
    drawFboTest();
	rgbaFboFloat.end();
    
    
    // sort all the particles:
	sort( particles.begin(), particles.end(), comparisonFunction );
	
    for (int i = 0; i < particles.size(); i++){
		particles[i]->cohesion.distance = panel.getValueF("COHESION_RADIUS");
		particles[i]->alignment.distance = panel.getValueF("ALIGNMENT_RADIUS");
		particles[i]->seperation.distance = panel.getValueF("SEPERATION_RADIUS");
		
		particles[i]->cohesion.strength = panel.getValueF("COHESION_STRENGTH");
		particles[i]->alignment.strength = panel.getValueF("ALIGNMENT_STRENGTH");
		particles[i]->seperation.strength = panel.getValueF("SEPERATION_STRENGTH");
		
		particles[i]->damping = panel.getValueF("DAMPING");
		
	}
	
	for (int i = 0; i < particles.size(); i++){
		particles[i]->resetForce();
	}
	
//	for (int i = 0; i < particles.size(); i++){
//		for (int j = 0; j < particles.size(); j++){
//			if (i != j){
//				particles[i]->addForFlocking(*particles[j]);
//			}
//		}
//		particles[i]->addRepulsionForce(mouseX, mouseY, 40, 0.4);
//	}
	
    for (int i = 0; i < particles.size(); i++){
		for (int j = i-1; j >= 0; j--){
			if ( fabs(particles[j]->pos.x - particles[i]->pos.x) >	50) break;
                if (i != j){
                    particles[i]->addForFlocking(*particles[j]);
                }
		}
        particles[i]->addRepulsionForce(mouseX, mouseY, 40, 0.4);
	}
    
	for (int i = 0; i < particles.size(); i++){
		particles[i]->addFlockingForce();
		particles[i]->addDampingForce();
		particles[i]->update();
	}
	
	
	// wrap torroidally.
	for (int i = 0; i < particles.size(); i++){
		ofVec2f pos = particles[i]->pos;
		if (pos.x < 0) pos.x = ofGetWidth();
		if (pos.x > ofGetWidth()) pos.x = 0;
		if (pos.y < 0) pos.y = ofGetHeight();
		if (pos.y > ofGetHeight()) pos.y = 0;
		particles[i]->pos = pos;
	}

}