Book Image

Cinder Creative Coding Cookbook

Book Image

Cinder Creative Coding Cookbook

Overview of this book

Cinder is one of the most exciting frameworks available for creative coding. It is developed in C++ for increased performance and allows for the fast creation of visually complex, interactive applications."Cinder Creative Coding Cookbook" will show you how to develop interactive and visually dynamic applications using simple-to-follow recipes.You will learn how to use multimedia content, draw generative graphics in 2D and 3D, and animate them in compelling ways. Beginning with creating simple projects with Cinder, you will use multimedia, create animations, and interact with the user.From animation with particles to using video, audio, and images, the reader will gain a broad knowledge of creating applications using Cinder.With recipes that include drawing in 3D, image processing, and sensing and tracking in real-time from camera input, the book will teach you how to develop interesting applications."Cinder Creative Coding Cookbook" will give you the necessary knowledge to start creating projects with Cinder that use animations and advanced visuals.
Table of Contents (19 chapters)
Cinder Creative Coding Cookbook
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Index

Aligning particles to the mesh surface


In this recipe, we are going to use a 3D version of the particles' code base from the Creating a particle system in 2D recipe. To navigate in 3D space, we will use MayaCamUI covered in the Using MayaCamUI recipe in Chapter 2, Preparing for Development.

Getting ready

To simulate repulsion, we are using the code from the Applying repulsion and attraction forces recipe with slight modifications for three-dimensional space. For this example, we are using the ducky.mesh mesh file that you can find in the resources directory of the Picking3D sample inside the Cinder package. Please copy this file to the assets folder in your project.

How to do it…

We will create particles aligned to the mesh. Perform the following steps to do so:

  1. Add an anchor property to the Particle class in the Particle.h file.

    ci::Vec3f anchor;
  2. Set the anchor value at the end of the Particle class constructor in the Particle.cpp source file.

    anchor = position;
  3. Add the necessary headers in your...