Rotating objects inside the canvas

Thanks glv!
your example helped me realize that after doing translate i had to start drawing my sine function at 0,0, as the translate is already placing the coordinates origin where you tell it…

I ended up, by the moment, with this:

void setup() 
  {
 size(1920, 1080);
 frameRate(1);
 //noLoop();
   }

void draw() 
  {
 background(0);
 noFill();
 stroke(255);

 
 for (int i=0; i<20; i++)
   {
   float x=random(width);  
   float y=random(height);
   float w=50+random(width/2);
   float h=random(10);
   float len=random(0,1);
   float ph=0;
   
   pushMatrix();
   translate(x,y);
   rotate(-45+radians(random(90)));
   sindraw(0,0,w,h,len,ph);
   popMatrix();
   }
  }
  
void sindraw(float startx, float starty, float w, float h, float len, float ph){
   
  beginShape();
  for (float i = startx; i <=startx+w; i+=1) {
  float j = starty + (sin(ph) * h);
  vertex(i, j);
  ph += len*(i/w);
 }
 endShape();
}

My intention with this is to go on improving this weird thing i have running 24h a day until the lockdown lasts (situation is kinda hard here in spain):

thanks, and hope you enjoy the stream!

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