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Reputeless edited this page Aug 7, 2016 · 16 revisions

2016 年 8 月 7 日 SIGPX2

Siv3D デモ

1. 図形とマウス

# include <Siv3D.hpp>

void Main()
{
    const Font font(30);

    while (System::Update())
    {
        Circle(Mouse::Pos(), 100).draw();

        font(Mouse::Pos()).draw(50, 200, Palette::Orange);
    }
}

2. マイク FFT

# include <Siv3D.hpp>

void Main()
{
    Window::Resize(1024, 320);

    const Font font(30);

    Recorder recorder(0, 5s, RecordingFormat::S44100, true);

    if (!recorder.start())
    {
        return;
    }

    while (System::Update())
    {
        const auto fft = FFT::Analyze(recorder);

        for (auto i : step(1024))
        {
            RectF(i, Window::Height(), 1, -Pow(fft.buffer[i], 0.5) * 500).draw(HSV(i));
        }

        const int32 mouseX = Mouse::Pos().x;

        Rect(mouseX, 0, 1, Window::Height()).draw();

        font(L"{:.1f}Hz"_fmt, fft.resolution() * mouseX).draw(Mouse::Pos().moveBy(0, -50));
    }
}

3. AR

# include <Siv3D.hpp>

void Main()
{
	Webcam webcam(0);
	webcam.start();
	webcam.startAR();

	DynamicTexture texture;
	Array<ARMarker> markers;

	const Font font(40, Typeface::Bold);

	while (System::Update())
	{
		if (webcam.hasNewFrame())
		{
			webcam.getFrame(texture);
		}

		if (webcam.hasNewMarkers())
		{
			webcam.getMarkers(markers);
		}

		texture.draw();

		for (const auto& marker : markers)
		{
			marker.quad.drawFrame(4, Palette::Red);

			font(marker.id).drawCenter(marker.screenPos, Palette::Red);
		}
	}
}

4. 対称定規

# include <Siv3D.hpp>

void Main()
{
    Window::Resize(720, 720);

    const int32 N = 12;

    Image image(Window::Size(), Color(20, 40, 60));

    DynamicTexture texture(image);

    Mouse::SetTransform(Mat3x2::Translate(Window::Center()));

    while (System::Update())
    {
        if (Input::MouseL.pressed)
        {
            for (auto i : step(N))
            {
                Circular cs[2] = { Input::MouseL.clicked ? Mouse::Pos() : Mouse::PreviousPos(), Mouse::Pos() };

                for (auto& c : cs)
                {
                    c.theta = i % 2 ? -c.theta - TwoPi / N * (i - 1) : c.theta + TwoPi / N * i;
                }

                Line(cs[0], cs[1]).moveBy(Window::Center()).overwrite(image, 2, HSV(System::FrameCount(), 0.5, 1.0));
            }

            texture.tryFill(image);
        }
        else if (Input::MouseR.clicked)
        {
            image.fill(Color(20, 40, 60));

            texture.fill(image);
        }

        texture.draw();
    }
}

5. ツイート投稿

# include <Siv3D.hpp>

void Main()
{
    Graphics::SetBackground(Color(160, 200, 100));

    // Consumer Key (API Key)
    const String API_key = L"XXXXXXXXXXXXXXXXXXXXXXXXXXXX";

    // Consumer Secret (API Secret)
    const String API_secret = L"XXXXXXXXXXXXXXXXXXXXXXXXXXXX";

    TwitterClient twitter(API_key, API_secret);
    twitter.openTokenPage();

    GUI guiAuth(GUIStyle::Default);
    guiAuth.setTitle(L"PIN の入力");
    guiAuth.addln(L"PIN", GUITextField::Create(7));
    guiAuth.add(L"auth", GUIButton::Create(L"認証"));
    guiAuth.setPos(40, 40);

    GUI guiTweet(GUIStyle::Default);
    guiTweet.setTitle(L"ツイート");
    guiTweet.addln(L"text", GUITextArea::Create(6, 24, 140, false));
    guiTweet.add(L"tweet", GUIButton::Create(L"ツイート"));
    guiTweet.setPos(40, 200);

    while (System::Update())
    {
        guiAuth.button(L"auth").enabled = (guiAuth.textField(L"PIN").text.length == 7);
        guiTweet.button(L"tweet").enabled = !guiTweet.textArea(L"text").text.isEmpty;

        if (guiAuth.button(L"auth").pushed && twitter.verifyPIN(guiAuth.textField(L"PIN").text))
        {
            guiAuth.release();
            guiTweet.textArea(L"text").enabled = true;
        }

        if (guiTweet.button(L"tweet").pushed)
        {
            twitter.tweet(guiTweet.textArea(L"text").text);
            guiTweet.textArea(L"text").setText(L"");
        }
    }
}

6. 3D Plot

# include <Siv3D.hpp>

void Plot3D(const ParsedExpression& f, MeshData& meshData)
{
	for (auto& v : meshData.vertices)
	{
		v.position.y = static_cast<float>(f.evaluateOpt({
			{ L"x", v.position.x },{ L"y", v.position.z } }).value_or(0.0));
	}

	meshData.computeNormals();
}

void Main()
{
	Window::Resize(800, 600);
	Graphics::SetBackground(Color(120, 180, 160));

	const String defaultExpression = L"5 * sin(sqrt(x^2+y^2)+0.0001) / (sqrt(x^2+y^2)+0.0001)";
	MeshData meshData = MeshData::Grid(25, 100);
	Plot3D(ParsedExpression(defaultExpression), meshData);
	DynamicMesh mesh(meshData);

	GUI gui(GUIStyle::Default);
	gui.addln(L"exp", GUITextArea::Create(2, 32));
	gui.add(L"grid", GUIToggleSwitch::Create(L"グリッド非表示", L"グリッド表示", false));
	gui.textArea(L"exp").setText(defaultExpression);

	while (System::Update())
	{
		if (!gui.textArea(L"exp").active)
		{
			Graphics3D::FreeCamera();
		}

		if (gui.textArea(L"exp").hasChanged)
		{
			if (const ParsedExpression exp{ gui.textArea(L"exp").text })
			{
				gui.textArea(L"exp").style.color = Palette::Black;
				Plot3D(exp, meshData);
				mesh.fillVertices(meshData.vertices);
			}
			else
			{
				gui.textArea(L"exp").style.color = Palette::Red;
			}
		}

		if (mesh)
		{
			if (gui.toggleSwitch(L"grid").isRight)
			{
				RasterizerState raster = RasterizerState::WireframeCullBack;
				raster.depthBias = 10000;
				Graphics3D::SetRasterizerState(raster);

				mesh.draw(Palette::Black);

				Graphics3D::SetRasterizerState(RasterizerState::Default3D);
			}

			mesh.draw();
		}
	}
}

7. 手書き文字認識

# include <Siv3D.hpp>

void Main()
{
	const HandwritingRecognizer recognizer(L"Example/Hiragana.model");
	const Font font(34);

	Image image(400, 400, Palette::White);

	DynamicTexture texture(image);

	Array<Array<Point>> pointsList;

	while (System::Update())
	{
		texture.draw();

		if (Input::MouseL.pressed)
		{
			if (Input::MouseL.clicked)
			{
				pointsList.emplace_back();
			}

			pointsList.back().push_back(Mouse::Pos());

			const Point from = Input::MouseL.clicked ? Mouse::Pos() : Mouse::PreviousPos();

			Line(from, Mouse::Pos()).overwrite(image, 8, Palette::Blue);

			texture.fill(image);
		}

		if (Input::MouseR.clicked)
		{
			pointsList.clear();

			image.fill(Palette::White);

			texture.fill(image);
		}

		const auto results = recognizer.recognize(image.size, pointsList);

		for (auto i : step(int(results.size())))
		{
			const String text = results[i].character;

			const double score = results[i].score;

			const Rect rect(440, 20 + i * 70, 120, 60);

			rect.draw(HSV(40, 1.0, Saturate(score + 1.0)));

			font(text).drawCenter(rect.center, Palette::Black);
		}
	}
}

8. Glitch

# include <Siv3D.hpp>

void Main()
{
	const Image image = Dialog::OpenImage();

	if (!image)
	{
		return;
	}

	const int32 noiseCount = image.num_pixels / 4000;
	const Array<uint8> original = image.encodeJPEG(90).asArray();

	DynamicTexture texture(image);
	Window::Resize(texture.size);

	while (System::Update())
	{
		if (Input::MouseL.clicked)
		{
			Array<uint8> memory(original);

			for (int32 i = 0; i < noiseCount; ++i)
			{
				memory[Random(630u, static_cast<uint32>(memory.size() - 1))] = static_cast<uint8>(Random(255));
			}

			texture.fill(Image(ByteArray(std::move(memory))));
		}

		texture.draw();
	}
}

スクリプト版 Siv3D 「SivScript(仮称)」

  • Visual Studio など C++ コンパイラが不要
  • 開発・実行環境のサイズは 20 MB 程度 (Visual Studio は 5 GB 以上)
  • Siv3D のほとんどの機能を、ほぼ同じコードで実行可能
  • ホットリロードにより、アプリを再起動せずコードを更新できる
  • 8 月末リリース予定

ペイント

void Main()
{
    Image image(Window::Size(), Palette::White);
    DynamicTexture texture(image);

    while (System::Update())
    {
        if (Input::MouseL.pressed)
        {
            Line(Mouse::PreviousPos(), Mouse::Pos())
				.overwrite(image, 8, Palette::Orange);

            texture.fill(image);
        }

        texture.draw();
    }
}

Say

void Main()
{
    Say("みなさんこんにちは。ここは東京です。");
	
    while (System::Update())
    {

    }
}

ブロックくずし

void Main()
{
	const Point blockSize(40, 20);
	Array<Rect> blocks;

	for (int y = 0; y < 5; ++y)
	{
		for (int x = 0; x <600 / blockSize.x; ++x)
		{
			blocks.push_back(
			 Rect(blockSize.x * x, 60 + blockSize.y * y, blockSize));
		}
	}

	const double speed = 8.0;
	Vec2 ballSpeed(0, -speed);
	Rect wall(60, 10);
	Circle ball(320, 420, 8) ;

	while (System::Update())
	{
		ball.moveBy(ballSpeed);
		wall.setCenter(Mouse::Pos().x, 480);

		for (uint i = 0; i < blocks.size(); ++i)
		{
			if (blocks[i].intersects(ball))
			{
				if (blocks[i].bottom.intersects(ball)
				 || blocks[i].top.intersects(ball))
				{
					ballSpeed.y *= -1;
				}
				else
				{
					ballSpeed.x *= -1;					
				}

				blocks.removeAt(i);
				break;
			}
		}

		for (uint i = 0; i < blocks.size(); ++i)
		{
			blocks[i].stretched(-1).draw(HSV(blocks[i].y - 40));
		}

		if (ball.y < 0 && ballSpeed.y < 0)
		{
			ballSpeed.y *= -1;
		}

		if ((ball.x < 0 && ballSpeed.x < 0)
		 || (600 < ball.x&& ballSpeed.x > 0))
		{
			ballSpeed.x *= -1;
		} 

		if (ballSpeed.y > 0 && wall.intersects(ball))
		{
			ballSpeed = Vec2((ball.x - wall.center.x) / 8,
			 -ballSpeed.y).setLength(speed);
		}

		ball.draw();
		wall.draw();
	}
}

おまけ

12 種類の方法で操作するブロックくずし

# include <Siv3D.hpp>
# include <Siv3DAddon/LeapMotion.hpp>

enum class InputType
{
	Mouse, Keyboard, Leap, XInput, Clap, Acceleration, Arduino, Kinect, Pentab, Touch, AR, FFT
};

Array<Rect> GetWalls(InputType type, double& rotation, Recorder& r, Webcam& w)
{
	const int W = Window::Width(), H = Window::Height();
	static Serial arduino(7);
	static int x = 180;
	Array<Rect> walls;

	rotation *= (type == InputType::AR);

	if (type == InputType::Mouse)
	{
		walls.push_back(Rect(200, 20).setCenter(Mouse::Pos().x, H - 100));
	}
	else if (type == InputType::Keyboard)
	{
		x += -24 * Input::KeyLeft.pressed + 24 * Input::KeyRight.pressed;
		walls.push_back(Rect(200, 20).setCenter(x, H - 100));
	}
	else if (type == InputType::Leap)
	{
		for (const auto& pointable : LeapMotion::Hands())
			walls.emplace_back(int(W / 2 + pointable.pos.x * 8), H - 100, 200, 20);
	}
	else if (type == InputType::XInput)
	{
		x += (XInput(0).leftThumbX / 1500) * (abs(XInput(0).leftThumbX) > 7000);
		walls.push_back(Rect(200, 20).setCenter(x, H - 100));
	}
	else if (type == InputType::Clap)
	{
		if (x == 10 && r.getMaxAmplitude() >= 0.2)
			x = W + 200;
		walls.push_back(Rect(x = Max(10, x - 40), 20).setCenter(W / 2, H - 100));
	}
	else if (type == InputType::Acceleration)
	{
		walls.push_back(Rect(300, 20).setCenter(W / 2 + int(KinectV1::GetAcceleration().x * (W + 200)), H - 100));
	}
	else if (type == InputType::Arduino)
	{
		uint8 data;
		if (arduino.available() && arduino.read(data))
			x = data / 256.0 * W;
		walls.emplace_back(x, H - 100, 200, 20);
	}
	else if (type == InputType::Kinect)
	{
		std::array<Optional<KinectV1Body>, 2> bodies;
		if (KinectV1::GetBodyFrame(bodies))
			bodies[0].then([&](KinectV1Body b) { x = (b.joints[V1JointType::Head].depthSpacePos.x - 320) * 6; });
		walls.push_back(Rect(400, 20).setCenter(x, H - 100));
	}
	else if (type == InputType::Pentab)
	{
		walls.push_back(Rect(200 + Pentablet::Pressure() * 300, 20).setCenter(Mouse::Pos().x, H - 100));
		rotation = Radians(Pentablet::DegreeY());
	}
	else if (type == InputType::Touch)
	{
		for (const auto& touch : Input::GetTouches())
			walls.emplace_back(Rect(200, 40).setCenter(touch.pos));
	}
	else if (type == InputType::AR)
	{
		Array<ARMarker> markers;

		if (w.getMarkers(markers) && !markers.empty())
		{
			x = static_cast<int>((1.0 - markers[0].screenPos.x / 640.0) *W*1.2 - W*0.2);
			rotation = -markers[0].rotation2D;
		}

		walls.emplace_back(x, H - 100, 250, 30);
	}
	else if (type == InputType::FFT)
	{
		const auto fft = FFT::Analyze(r);
		const auto it = std::max_element(&fft.buffer[100], &fft.buffer[360]);
		if (*it > 0.004)
			x = std::distance(&fft.buffer[100], it) * 6;
		walls.push_back(Rect(400, 20).setCenter(x, H - 100));
	}

	x = Clamp(x, 0, W);
	return walls;
}

Array<Rect> InitBlocks()
{
	Array<Rect> rects;
	const Size size(80, 40);
	const int w = Window::Width() / size.x;
	for (int i : step(5 * w))
		rects.emplace_back(i % w * size.x, 60 + i / w  * size.y, size);
	return rects;
}

void Main()
{
	Window::Resize(1600, 1000);
	Graphics::SetBackground(Palette::White);
	LeapMotion::RegisterAddon();
	Recorder recorder(5s, RecordingFormat::S44100, true);
	recorder.start();
	Webcam webcam(0);
	webcam.start();
	webcam.startAR();
	KinectV1::Start(KinectV1DataType::DefaultSeated);

	const Sound sound{ Wave(0.1s, [](double t) {return Fraction(t * 880)*0.5 - 0.25; }) };
	const double speed = 12.0;
	double rotation = 0.0, tone = 0;
	Circle ball(700, 400, 16);
	Vec2 ballVelocity(2.0, -speed);
	Array<Vec3> effects;
	Array<Rect> blocks = InitBlocks();
	GUI gui(GUIStyle::Default);
	gui.add(L"device", GUIRadioButton::Create({ L"マウス", L"キーボード", L"LeapMotion", L"Xbox 360",
		L"手拍子", L"加速度センサ", L"Arduino", L"Kinect", L"ペンタブ", L"マルチタッチ", L"AR マーカー", L"口笛" }, 0u));

	while (System::Update())
	{
		if (Input::KeyR.clicked)
			blocks = InitBlocks();

		for (auto it = blocks.begin(); it != blocks.end(); ++it)
		{
			if (it->intersects(ball))
			{
				if (it->bottom.intersects(ball) || it->top.intersects(ball))
					ballVelocity.y *= -1;
				else if (it->left.intersects(ball) || it->right.intersects(ball))
					ballVelocity.x *= -1;

				effects.emplace_back(Vec2(it->center), 0.0);
				blocks.erase(it);
				sound.playMulti(1, 1, Exp2(tone++ / 12.0));
				break;
			}
		}

		if ((ball.center.y<0 && ballVelocity.y<0) || (ball.y > Window::Height()))
			ballVelocity.y *= -1;

		if ((ball.center.x<0 && ballVelocity.x<0) || (Window::Width()<ball.center.x && ballVelocity.x>0))
			ballVelocity.x *= -1;

		for (auto& effect : effects)
		{
			const double value = Exp(-(effect.z += 0.01) * 5.0);
			Circle(effect.xy(), 400.0 * (1.0 - value)).drawFrame(value * 50, 0.0, ColorF(1.0, 0.8, 0.8));
		}

		for (const auto& block : blocks)
			block.draw(HSV((block.y - 40) * 1.2, 0.8, 1.0).toColorF(0.9));

		for (const auto& w : GetWalls(InputType(gui.radioButton(L"device").checkedItem.value()), rotation, recorder, webcam))
		{
			const auto wall = RoundRect(Rect(-w.size / 2, w.size), 6).asPolygon().rotated(rotation).moveBy(w.center);
			wall.draw(Palette::Skyblue);

			if (ballVelocity.y>0 && wall.intersects(ball))
			{
				ballVelocity = Vec2(Clamp((ball.center.x - w.center.x) / 8, -10., 10.)
					+ Random(-2., 2.), -ballVelocity.y).normalized()*speed;
				sound.playMulti(1, 1, 0.5);
			}
		}

		Erase_if(effects, [](const Vec3& effect) { return effect.z > 1.0; });
		tone = ball.y > Window::Height() * 0.6 ? 0 : tone;
		ball.moveBy(ballVelocity).draw(Palette::Skyblue);
		gui.style.visible = Input::KeySpace.pressed;
	}
}

Siv3D について

  1. Siv3D の基本
  2. 図形を描く
  3. テクスチャを描く
  4. テキストを描く
  5. 文字列と数値の変換
  6. キーボード入力
  7. マウス入力
  8. サウンドの再生
  9. MIDI の再生
  10. ウィンドウと背景
  11. 図形のあたり判定
  12. 乱数
  13. ダイアログ
  14. ドラッグ & ドロップ
  15. アプリの状態
  16. テキストファイル
  17. INI, CSV, JSON
  18. バイナリファイル
  19. GUI
  20. アセット管理
  21. 画像編集
  22. Web カメラ
  23. マイク入力
  24. 経過時間の測定
  25. HSV カラー
  26. ファイルダウンロード
  27. 3D 描画
  28. 2D のレンダーステート
  29. 3D のレンダーステート
  30. パーティクル
  31. スクリーンショット
  32. アプリケーションの公開
  33. さらに学ぶには

表現テクニック集

入出力デバイス

開発のヒント

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