Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Cinder Creative Coding Cookbook

You're reading from   Cinder Creative Coding Cookbook If you know C++ this book takes your creative potential to a whole other level. The practical recipes show you how to create interactive and visually dynamic applications using Cinder which will excite and delight your audience.

Arrow left icon
Product type Paperback
Published in May 2013
Publisher Packt
ISBN-13 9781849518703
Length 352 pages
Edition 1st Edition
Tools
Concepts
Arrow right icon
Toc

Table of Contents (19) Chapters Close

Cinder Creative Coding Cookbook
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started 2. Preparing for Development FREE CHAPTER 3. Using Image Processing Techniques 4. Using Multimedia Content 5. Building Particle Systems 6. Rendering and Texturing Particle Systems 7. Using 2D Graphics 8. Using 3D Graphics 9. Adding Animation 10. Interacting with the User 11. Sensing and Tracking Input from the Camera 12. Using Audio Input and Output Index

Animating along a path


In this recipe, we will learn how to draw a smooth B-spline in the 3D space and animate the position of an object along the calculated B-spline.

Getting ready

To navigate in the 3D space, we will use MayaCamUI covered in the Using MayaCamUI recipe in Chapter 2, Preparing for Development.

How to do it…

We will create an example animation of an object moving along the spline. Perform the following steps to do so:

  1. Include necessary header files.

    #include "cinder/Rand.h"
    #include "cinder/MayaCamUI.h"
    #include "cinder/BSpline.h"
  2. Begin with the declaration of member variables to keep the B-spline and current object's position.

    Vec3f       mObjPosition;
    BSpline3f   spline;
  3. Inside the setup method prepare a random spline:

    mObjPosition = Vec3f::zero();
    
    vector<Vec3f> splinePoints;
    float step = 0.5f;
    float width = 20.f;
    for (float t = 0.f; t < width; t += step) {
     Vec3f pos = Vec3f(
      cos(t)*randFloat(0.f,2.f),
      sin(t)*0.3f,
      t - width*0.5f);
     splinePoints.push_back( pos )...
lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image