drawing smooth spiral
in
Programming Questions
•
1 year ago
Hi.
I´d like to draw a smooth spiral.
It looks a bit uneven, if I draw it with lines or ellipses, like here for example http://www.learningprocessing.com/exercises/chapter-13/exercise-13-5/ . I need thin lines.
So in my code I did sth. like this: (not perfectly done, only for testing)
float numofCircles = 1;
PVector middleVec = new PVector(30,0);
float radius = 50
float totalRadian = numofCircles * PI * 2;
float startRadian = -PI;
float currentRadian = startRadian;
float targetX;
float targetY;
//spiral starts from outside
while (currentRadian < totalRadian)
{
currentRadian += PI/200;
radius -=.05;
targetX = cos(currentRadian) * radius + middleVec.x;
targetY = sin(currentRadian) * radius + middleVec.y;
treeGraphic.ellipse(targetX, targetY, 3, 3);
}
I think with bezier, you would get smoother curves, but not that easy.
Any idea?
Thanks, Martin
I´d like to draw a smooth spiral.
It looks a bit uneven, if I draw it with lines or ellipses, like here for example http://www.learningprocessing.com/exercises/chapter-13/exercise-13-5/ . I need thin lines.
So in my code I did sth. like this: (not perfectly done, only for testing)
float numofCircles = 1;
PVector middleVec = new PVector(30,0);
float radius = 50
float totalRadian = numofCircles * PI * 2;
float startRadian = -PI;
float currentRadian = startRadian;
float targetX;
float targetY;
//spiral starts from outside
while (currentRadian < totalRadian)
{
currentRadian += PI/200;
radius -=.05;
targetX = cos(currentRadian) * radius + middleVec.x;
targetY = sin(currentRadian) * radius + middleVec.y;
treeGraphic.ellipse(targetX, targetY, 3, 3);
}
I think with bezier, you would get smoother curves, but not that easy.
Any idea?
Thanks, Martin
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