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

Implementing a force-directed graph


A force-directed graph is a way of drawing an aesthetic graph using simple physics such as repealing and springs. We are going to make our graph interactive so that users can drag nodes around and see how graph reorganizes itself.

Getting ready

In this recipe we are going to use the code base from the Creating a particle system in 2D recipe in Chapter 5, Building Particle Systems. To get some details of how to draw nodes and connections between them, please refer to the Connecting particles recipe in Chapter 6, Rendering and Texturing Particle Systems.

How to do it…

We will create an interactive force-directed graph. Perform the following steps to do so:

  1. Add properties to your main application class.

    vector< pair<Particle*, Particle*> > mLinks;
    float mLinkLength;
    Particle*   mHandle;
    bool mIsHandle;
  2. In the setup method set default values and create a graph.

    void MainApp::setup(){
      mLinkLength = 40.f;
      mIsHandle   = false;
    
      float drag = 0.95f;
    ...