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

Connecting particles with spline


In this recipe we are going to learn how to connect particles with splines in 3D.

Getting started

In this recipe we are going to use the particle's code base from the recipe Creating a particle system, from Chapter 5, Building Particle Systems. We are going to use the 3D version.

How to do it…

We will create splines connecting particles.

  1. Include the necessary header file inside ParticleSystem.h:

    #include "cinder/BSpline.h"
  2. Add a new property to the ParticleSystem class:

    ci::BSpline3f spline;
  3. Implement the computeBSpline method for the ParticleSystem class:

    void ParticleSystem::computeBspline(){ 
     std::vector<ci::Vec3f> splinePoints;
     std::vector<Particle*>::iterator it;
     for(it = particles.begin(); it != particles.end(); ++it ){
      ++it;
      splinePoints.push_back( ci::Vec3f( (*it)->position ) );
     }
     spline = ci::BSpline3f( splinePoints, 3, false, false );
    }
  4. At the end of the ParticleSystem update method, invoke the following code:

    computeBSpline();
  5. Replace...