topical media & game development
#javascript-processing-example-basic-math-polartocartesian.htm / htm
<!DOCTYPE html>
<html><head>
<script src="javascript-processing-example-processing.js"></script>
<script src="javascript-processing-example-init.js"></script>
<link rel="stylesheet" href="javascript-processing-example-style.css">
</head><body><h1><a href="http://ejohn.org/blog/processingjs/">Processing.js</a></h1>
<h2>PolarToCartesian</h2>
<p>by Daniel Shiffman.
Convert a polar coordinate (r,theta) to cartesian (x,y):
x = rcos(theta)
y = rsin(theta)</p>
<p><a href="http://processing.org/learning/basics/polartocartesian.html"><b>Original Processing.org Example:</b> PolarToCartesian</a><br>
<script type="application/processing">
float r;
// Angle and angular velocity, accleration
float theta;
float theta_vel;
float theta_acc;
void setup() {
size(200,200);
frameRate(30);
smooth();
// Initialize all values
r = 50.0f;
theta = 0.0f;
theta_vel = 0.0f;
theta_acc = 0.0001f;
}
void draw() {
background(0);
// Translate the origin point to the center of the screen
translate(width/2,height/2);
// Convert polar to cartesian
float x = r * cos(theta);
float y = r * sin(theta);
// Draw the ellipse at the cartesian coordinate
ellipseMode(CENTER);
noStroke();
fill(200);
ellipse(x,y,16,16);
// Apply acceleration and velocity to angle (r remains static in this example)
theta_vel += theta_acc;
theta += theta_vel;
}
</script><canvas width="200" height="200"></canvas></p>
<div style="overflow: hidden; height: 0px; width: 0px;"></div>
<pre><b>// All Examples Written by <a href="http://reas.com/">Casey Reas</a> and <a href="http://benfry.com/">Ben Fry</a>
// unless otherwise stated.</b>
float r;
// Angle and angular velocity, accleration
float theta;
float theta_vel;
float theta_acc;
void setup() {
size(200,200);
frameRate(30);
smooth();
// Initialize all values
r = 50.0f;
theta = 0.0f;
theta_vel = 0.0f;
theta_acc = 0.0001f;
}
void draw() {
background(0);
// Translate the origin point to the center of the screen
translate(width/2,height/2);
// Convert polar to cartesian
float x = r * cos(theta);
float y = r * sin(theta);
// Draw the ellipse at the cartesian coordinate
ellipseMode(CENTER);
noStroke();
fill(200);
ellipse(x,y,16,16);
// Apply acceleration and velocity to angle (r remains static in this example)
theta_vel += theta_acc;
theta += theta_vel;
}</pre>
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(C) Æliens
20/2/2008
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