Hello,
I have not looked at your recent post.
An exploration from the other day:
POINTS version
float angle = 0;
int steps = 10;
PVector vec;
void setup()
{
size(600, 600);
background(0);
stroke(255, 255, 0);
strokeWeight(2);
translate(width/2, height/2);
vec = new PVector(1, 1);
for (int j = 0; j < steps; j++)
{
angle = TAU/steps;
vec.normalize();
vec.rotate(angle);
vec.mult(-100); // Try 100 and -100
beginShape(POINTS);
vertex(vec.x, vec.y);
endShape();
}
}
LINES version
float xposLast;
float yposLast;
float angle = 0;
int steps = 10;
PVector vec;
void setup()
{
//noSmooth();
size(600, 600);
background(0);
stroke(255,255, 0);
strokeWeight(2);
translate(width/2, height/2);
vec = new PVector(1, 1);
vec.normalize();
vec.mult(100);
xposLast = vec.x;
yposLast = vec.y;
for (int j = 0; j < steps; j++)
{
angle = TAU/steps;
vec.normalize();
vec.rotate(angle);
vec.mult(-100); // Try 100 and -100
stroke(255, 255, 0);
strokeWeight(2);
//line(vec.x, vec.y, xposLast, yposLast);
beginShape(LINES);
vertex(vec.x, vec.y);
vertex(xposLast,yposLast);
endShape();
xposLast = vec.x;
yposLast = vec.y;
}
}
I broke it into two versions for POINTS and LINES.
Any examples provided are meant for insight only; explore and scrutinize them and work on your project. That is my disclaimer. :)
Pleased to see you are working at this… that is why I shared my examples.
Each step will bring you closer.
:)