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Cinder Creative Coding Cookbook

You're reading from  Cinder Creative Coding Cookbook

Product type Book
Published in May 2013
Publisher Packt
ISBN-13 9781849518703
Pages 352 pages
Edition 1st Edition
Languages
Concepts

Table of Contents (19) Chapters

Cinder Creative Coding Cookbook
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started 2. Preparing for Development 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

Creating a particle system in 2D


In this recipe, we are going to learn how we can build a basic particle system in two dimensions using the Verlet algorithm.

Getting ready

We will need to create two classes, a Particle class representing a single particle, and a ParticleSystem class to manage our particles.

Using your IDE of choice, create the following files:

  • Particle.h

  • Particle.cpp

  • ParticleSystem.h

  • ParticleSystem.cpp

How to do it…

We will learn how we can create a basic particle system. Perform the following steps to do so:

  1. First, let's declare our Particle class in the Particle.h file and include the necessary Cinder files:

    #pragma once
    
    #include "cinder/gl/gl.h"
    #include "cinder/Vector.h"
    
    class Particle{
    };
  2. Let's add, to the class declaration, the necessary member variables – ci::Vec2f to store the position, previous position, and applied forces; and float to store particle radius, mass, and drag.

    ci::Vec2f position, prevPosition;
    ci::Vec2f forces;
    float radius;
    float mass;
    float drag;
  3. The last thing...

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