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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

Saving mesh data


Provided that you are using a TriMesh class to store 3D geometry, we will show you how to save it in a file.

Getting ready

We are assuming that you are using a 3D model stored in TriMesh object. Sample application loading 3D geometry can be found in Cinder samples directory in the folder: OBJLoaderDemo.

How to do it…

We will implement saving a 3D mesh data.

  1. Include necessary headers:

    #include "cinder/ObjLoader.h"
    #include "cinder/Utilities.h"
  2. Implement your keyDown method as follows:

    if( event.getChar() == 's' ) {
      fs::path path = getSaveFilePath(getDocumentsDirectory() / fs::path("mesh.trimesh") );
      if( ! path.empty() ) {
        mMesh.write( writeFile( path ) );
            }
    }
      else if( event.getChar() == 'o' ) {
      fs::path path = getSaveFilePath(getDocumentsDirectory() / fs::path("mesh.obj") );
      if( ! path.empty() ) {
      ObjLoader::write( writeFile( path ), mMesh );
        }
    }

How it works…

In Cinder we are using a TriMesh class to store 3D geometry. Using TriMesh we can store and manipulate...

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