mixing waves

This chapter is all about combining multiple waves on the x- and the y-axis.

void draw() {

  translate(width/2, height/2);
  float x = sin(radians(a))*width/3;
  float y = cos(radians(a))*width/3;  
  ellipse(x, y, 5, 5);
  a = a + 2;  
  gif(180, 1);

}

This is the draw-section i've worked with to write this article.

And these two lines are all i'm going to change:

  float x = sin(radians(a))*width/3;
  float y = cos(radians(a))*width/3;

combination 1

  float x = sin(radians(a))*width/3;
  float y = sin(radians(a))*width/3;


combination 2

  float x = sin(radians(a))*width/3;
  float y = cos(radians(a))*width/3;


combination 3

  float x = cos(radians(a))*width/3;
  float y = sin(radians(a))*width/3;


combination 4

  float x = sin(radians(a*2))*width/3;
  float y = cos(radians(a))*width/3;


combination 5

  float x = sin(radians(a*2))*width/3;
  float y = cos(radians(a*2))*width/3;


combination 6

  float x = sin(radians(a*10))*width/3;
  float y = cos(radians(a*10))*width/3;


combination 7

  float x = sin(radians(a*1))*width/3;
  float y = cos(radians(a*10))*width/3;


combination 8

  float x = sin(radians(a*1))*width/3;
  float y = cos(radians(a*5))*width/3;


combination 9

  float x = sin(radians(a*1))*cos(radians(a*5))*width/3;
  float y = cos(radians(a*5))*width/3;


combination 10

  float x = sin(radians(a))*cos(radians(a*2))*width/3;
  float y = cos(radians(a))*width/3;


combination 11

  float x = sin(radians(a))*cos(radians(a*4))*width/3;
  float y = cos(radians(a))*width/3;


combination 12

  float x = sin(radians(a))*cos(radians(a*3))*width/3;
  float y = cos(radians(a))*width/3;


combination 13

  float x = sin(radians(a))*cos(radians(a*3))*width/3;
  float y = cos(radians(a))*cos(radians(a*3))*width/3;


combination 14

  float x = sin(radians(a))*cos(radians(a*3))*width/3;
  float y = cos(radians(a))*sin(radians(a*3))*width/3;


combination 15

  float x = sin(radians(a))*cos(radians(a*5))*width/3;
  float y = cos(radians(a*3))*cos(radians(a))*width/3;


combination 16

  float x = sin(radians(a))*cos(radians(a*2))*cos(radians(a*3))*width/3;
  float y = cos(radians(a*3))*cos(radians(a))*width/3;


combination 17

  float x = sin(radians(a))*cos(radians(a*2))*cos(radians(a*3))*width/3;
  float y = cos(radians(a*3))*sin(radians(a))*width/3;


combination 18

  float x = sin(radians(a))*cos(radians(a*2))*cos(radians(a*3))*width/3;
  float y = cos(radians(a*2))*sin(radians(a))*width/3;


combination 19

  float x = sin(radians(a))*cos(radians(a*2))*cos(radians(a*3))*width/3;
  float y = cos(radians(a*3))*cos(radians(a))*sin(radians(a*3))*width/3;


combination 20

  float x = sin(radians(a))*cos(radians(a*2))*cos(radians(a*3))*width/3;
  float y = cos(radians(a))*sin(radians(a*2))*cos(radians(a*4))*width/3;


combination 21

  float x = sin(radians(sin(radians(a*2))*width))*width/3;
  float y = cos(radians(a))*width/3;


combination 22

  float x = sin(radians(a*a/100))*width/3*sin(radians(a+2));
  float y = cos(radians(a))*width/3;


combination 23

  float x = sin(radians(a*a/400))*width/3*sin(radians(a*8));
  float y = cos(radians(a*2))*width/3;


combination 24

  float x = sin(radians(a))*width/3*sin(radians(a*10));
  float y = cos(radians(a))*width/3;


combination 25

  float x = sin(radians(a))*width/3*cos(radians(a*10));
  float y = cos(radians(a))*width/3;


combination 26

  float x = sin(radians(a))*width/3*cos(radians(a*20));
  float y = cos(radians(a))*width/3;


combination 27

  float x = sin(radians(a))*width/3*cos(radians(a*10));
  float y = cos(radians(a))*width/3;


combination 28

  float x = sin(radians(a))*width/3*cos(radians(a*10));
  float y = cos(radians(a*3))*width/3;


combination 29

  float x = sin(radians(a))*width/3*cos(radians(a*4));
  float y = cos(radians(a/2))*width/3;


combination 30

  float x = sin(radians(a))*width/3*cos(radians(a*4));
  float y = cos(radians(a/2))*width/3;


combination 31

  float x = sin(radians(a))*width/3*sin(radians(a*4));
  float y = cos(radians(a/2))*width/3;


combination 32

  float x = sin(radians(a))*width/3*cos(radians(a*4));
  float y = cos(radians(a/4))*width/3;


combination 33

 float x = sin(radians(a*2))*width/3*cos(radians(a*5));
  float y = cos(radians(a/4))*width/3;


combination 34

  float x = sin(radians(a*2))*width/3*cos(radians(a*4));
  float y = cos(radians(a/4))*width/3;


combination 35

float x = sin(radians(a*2))*width/3*cos(radians(a*5));
float y = cos(radians(a))*width/3;


combination 36

float x = sin(radians(a))*width/3*sin(radians(a*1.1));
float y = cos(radians(a))*width/3;


combination 37

Mixing floating-point-numbers in the angle of waves creates interesting effects.

float x = sin(radians(a))*width/3*cos(radians(a*1.4));
float y = cos(radians(a))*width/3;


combination 38

float x = sin(radians(a))*width/3*sin(radians(a*2.2));
float y = cos(radians(a))*width/3;


combination 39

float x = sin(radians(a))*width/3*sin(radians(a*2.1));
float y = cos(radians(a*1.9))*width/3;


combination 40

float x = sin(radians(a))*width/3*sin(radians(a*2));
float y = cos(radians(a*1.51))*width/3;


combination 41

float x = sin(radians(a))*width/3*sin(radians(a*2));
float y = cos(radians(a*1.51))*width/3;


combination 42

float x = sin(radians(a*1.03))*width/3*cos(radians(a*2));
float y = cos(radians(a*1))*width/3;


combination 43

float x = sin(radians(a))*width/3*sin(radians(a*2.2));
float y = cos(radians(a))*width/3;


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