hi all,
i search the syntax for a simple rotation per frame.
i think the trans dynamic movement is the right way. but i dont know the syntax. 🙁
thx moon
Simple Rotation whitout beatdetect
16 posts
You can just use a plain movement if it doesn't have to be dynamic. It will look prettier. Just do R = R + t (where t is the amount to rotate by in radians. There are 2pi radians in a circle, thus to rotate it 180degrees, rotate it pi radians. pi is a built in constant, represented as $PI
thx for answer. is R the Constants of rotation ?
omg.... im a newbie. i come from Flash (actionscript) and i dont know the new syntax...
omg.... im a newbie. i come from Flash (actionscript) and i dont know the new syntax...
Not exactly. R is the r-coordinate of the current pixel. Bascically, there are two major forms of graphing: cartesian (x,y) and polar(d, theta). In cartesian graphing, a point at (3,5) is 3 units to the right and 5 units up from the origin (0,0).
In polar graphing, (3, 5) means that the point's distance is 3 units from the origin. It is then rotated 5 radians counterclockwise (from "3 o'clock").
Thus, when you say r = r+.5; (d=d is assumed), every point is rotated by .5 radians. If you said d = 2d, then every point is twice the distance from the origin as normal.
In polar graphing, (3, 5) means that the point's distance is 3 units from the origin. It is then rotated 5 radians counterclockwise (from "3 o'clock").
Thus, when you say r = r+.5; (d=d is assumed), every point is rotated by .5 radians. If you said d = 2d, then every point is twice the distance from the origin as normal.
mikm, great explanation. ok, R cannot been a Constants, my fault. my syntax in trans movement:
d=d;
x=5;
thats simple and works fine in trans movement. but just only rotation at the moment. now i need the rotation everytime...
any ideas/help ?
thx moon
d=d;
x=5;
thats simple and works fine in trans movement. but just only rotation at the moment. now i need the rotation everytime...
any ideas/help ?
thx moon
Oh, so you want the rotation-constant to be changing constantly?
Then do a dynamic movement;
init t=0;
frame t=t+.1 <adjust the .1 to make it go faster;
beat: <blank>;
frame: r=r+t;
btw, you can't mix polar and cartesian. You have to use one. To convert:
Polar --> Cartesian
x=cos(r)*d;y=sin(r)*d;
Cartesian --> Polar
d=sqrt(x*x-y*y);
r=atan2(y,x);
You generally also don't want to do x=5 unless you know what it does. x=x+5 is probably what you were looking for.
x=x+5 shifts it
x=5 makes it so that for every point (x, y), it always uses the color value from (5,y).
Then do a dynamic movement;
init t=0;
frame t=t+.1 <adjust the .1 to make it go faster;
beat: <blank>;
frame: r=r+t;
btw, you can't mix polar and cartesian. You have to use one. To convert:
Polar --> Cartesian
x=cos(r)*d;y=sin(r)*d;
Cartesian --> Polar
d=sqrt(x*x-y*y);
r=atan2(y,x);
You generally also don't want to do x=5 unless you know what it does. x=x+5 is probably what you were looking for.
x=x+5 shifts it
x=5 makes it so that for every point (x, y), it always uses the color value from (5,y).
If you're interested in the techniques used in AVS, make sure you check the tutorials mentioned in the FAQ
//edit x=5 or even x=x+5? the window ranges from -1 to 1. that would shift it 2.5 entire windows away from what you see (if unwrapped). No matter what, use something smaller than 1, surely not 5.
//edit x=5 or even x=x+5? the window ranges from -1 to 1. that would shift it 2.5 entire windows away from what you see (if unwrapped). No matter what, use something smaller than 1, surely not 5.
@mikm: yeah, thats it!! great thx.
@warrior: the site is now bookmarked 🙂
thank you all
moon
@warrior: the site is now bookmarked 🙂
thank you all
moon
Originally posted by mikmthis is incorrect, because the d (distance from the origin) equals to sqrt(x*x+y*y). maybe it is a small vertical line that differs, but a lot happens wrong if you do it without it 🙂 just know pythagoras's rule!
Cartesian --> Polar
d=sqrt(x*x-y*y);
r=atan2(y,x);
I was just gonna say that hboy.
😛
😛
Seeing as this thread now seems to be about contverting polar to recangular ( Thats what I call it ), How would you make a 3D D for a SCC?
d=sqrt(sqr(x1)+sqr(y1)+sqr(z1)) 😛 pure vector math!
but in 3 dimensional polar coordinates you need to specify two angles. So the coordinates of a point would be (d/r1/r2). In maths mostly "phi" and "rho" are used for r1,r2.
Polar -> Cartessian in 3D
x = r sin(a1) cos(a2)
y = r sin(a1) sin(a2)
z = r cos(a1)
Cartessian -> Polar in 3D
r = sqrt(x*x + y*y + z*z)
a2= atan(y/x)
a1= asin(sqrt(x*x + y*y) / r) = acos(z / r)
Where
r = Distance
a1=Angle 1
a2=Angle 2
x = x-axis
y = y-axis
z = z-axiz
x = r sin(a1) cos(a2)
y = r sin(a1) sin(a2)
z = r cos(a1)
Cartessian -> Polar in 3D
r = sqrt(x*x + y*y + z*z)
a2= atan(y/x)
a1= asin(sqrt(x*x + y*y) / r) = acos(z / r)
Where
r = Distance
a1=Angle 1
a2=Angle 2
x = x-axis
y = y-axis
z = z-axiz
couldn't be told better in a math-book.
Thankyou!!!!!