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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.

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

Adding a tail to our particles


In this recipe, we will show you how to add a tail to the particle animation.

Getting started

In this recipe we are going to use the code base from the recipe Applying repulsion and attraction forces from Chapter 5, Building Particle Systems.

How to do it…

We will add a tail to the particles using different techniques.

Drawing history

Simply replace the draw method with the following code:

void MainApp::draw()
{   
gl::enableAlphaBlending();
gl::setViewport(getWindowBounds());
gl::setMatricesWindow(getWindowWidth(), getWindowHeight());

gl::color( ColorA(0.f,0.f,0.f, 0.05f) );
gl::drawSolidRect(getWindowBounds());
gl::color( ColorA(1.f,1.f,1.f, 1.f) );
mParticleSystem.draw();
}

Tail as a line

We will add a tail constructed from several lines.

  1. Add new properties to the Particle class inside the Particle.h header file:

    std::vector<ci::Vec2f> positionHistory;
    int tailLength;
  2. At the end of the Particle constructor, inside the Particle.cpp source file, set the default...

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