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

Picking in 3D


In this recipe, we will calculate the intersection of the mouse cursor with a 3D model.

Getting ready

Include the necessary files to draw using OpenGL, use textures and load images, load 3D models, define OpenGL lights and materials, and use Cinder's Maya camera.

#include "cinder/gl/gl.h"
#include "cinder/gl/Texture.h"
#include "cinder/gl/Light.h"
#include "cinder/gl/Material.h"
#include "cinder/TriMesh.h"
#include "cinder/ImageIo.h"
#include "cinder/MayaCamUI.h"

Also, add the following using statements:

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

We will use a 3D model, so place a file and its texture in the assets folder. For this example, we will be using a mesh file named ducky.msh and a texture named ducky.png.

How to do it…

  1. We will use the ci::CameraPersp and ci::Ray classes to convert the mouse coordinates to our rotated 3D scene and calculate the intersection with a 3D model.

  2. Declare the members to define the 3D model and its intersection with the mouse...