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;