Book Image

Multimedia Programming with Pure Data

By : Bryan, Wai-ching CHUNG
Book Image

Multimedia Programming with Pure Data

By: Bryan, Wai-ching CHUNG

Overview of this book

Preparing interactive displays, creating computer games, and conducting audio-visual performance are now achievable without typing lines of code. With Pure Data, a graphical programming environment, creating interactive multimedia applications is just visually connecting graphical icons together. It is straightforward, intuitive, and effective. "Multimedia Programming with Pure Data" will show you how to create interactive multimedia applications. You will learn how to author various digital media, such as images, animations, audio, and videos together to form a coherent title. From simple to sophisticated interaction techniques, you will learn to apply these techniques in your practical multimedia projects. You start from making 2D and 3D computer graphics and proceed to animation, multimedia presentation, interface design, and more sophisticated computer vision applications with interactivity. With Pure Data and GEM, you will learn to produce animations with 2D digital imagery, 3D modelling, and particle systems. You can also design graphical interfaces, and use live video for motion tracking applications. Furthermore, you will learn Audio signal processing, which forms the key aspect to multimedia content creation. Last but not least, Network programming using Pure Data extension libraries explores applications to other portable devices.
Table of Contents (17 chapters)
Multimedia Programming with Pure Data
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Interacting with the mouse


Now we can use the mouse to play around with the particles. The two objects, part_source and part_orbitpoint contain the specification of a point in three-dimensional space. For part_source, it specifies the location where particles are emitted. For part_orbitpoint, it indicates a point where other particles are attracted. For the mouse position, we use the gemmouse object. Remember that it will give us two numbers, X and Y positions in a normalized scale between 0 and 1 as shown in the following screenshot:

We are using the dimension of 800 x 600 pixels. The GEM window measurement for the screen is around 10.66 x 8.0. The Y direction is reversed between the mouse measurement and the GEM graphics measurement. The computation after the gemmouse object takes care of the unit conversion. The pack object combines the three numbers into a list of positions in three-dimensional space for the part_source object, as shown in the following screenshot:

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