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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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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

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...

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