Waves in three-dimensional spaces

All principles that i've put into the previous chapters can be converted into 3D easily but creating an additional z-variable.


void draw() {

  translate(width/2, height/2);
  float x = sin(radians(a))*cos(radians(a*3))*1.4*width/5;
  float y = cos(radians(a))*width/5;  
  float z = sin(radians(a)*8)*2*width/5;
  translate(x, y, z);
  ellipse(0, 0, 5, 5);
  a = a + 2;  
  gif(90, 2);
}

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