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

Creating a spherical flow field with Perlin noise


In this recipe we will learn how to use Perlin noise with a spherical flow field and animate objects in an organic way around a sphere.

We will animate our objects using spherical coordinates and then transform them into Cartesian coordinates in order to draw them.

Getting ready

Add the necessary files to use Perlin noise and draw with OpenGL:

#include "cinder/gl/gl.h"
#include "cinder/Perlin.h"
#include "cinder/Rand.h"

Add the following useful using statements:

using namespace ci;
using namespace ci::app;
using namespace std;

How to do it…

We will create the Follower objects that move organically in a spherical flow field. Perform the following steps to do so:

  1. We will start by creating a Follower class representing an object that will follow the spherical flow field.

    Add the following code snippet before the application's class declaration:

    class Follower{
    public:
    Follower(){
     theta = 0.0f;
     phi = 0.0f;
    }
    void moveTo( const Vec3f& target ){
     prevPos...