I would like to move the ellipse along the spiral to the centre of the screen - the starting point of the ellipse is given via x and y coordinates. Well I have no idea how to push the spiral inward the centre (I can achieve this by adding width/2 and height/2 to the x,y) AND AT THE SAME TIME start the movement at the given cartasian (x,y) coordinates. Below is the code. Help appreciated! I have been trying to do this in processing (java):
float r = 0; //radius
float x = 700; // x of the object
float y = 50; // y of the object
float theta = 0; //angle
void setup() {
size(800,600);
background(0);
smooth();
r = sqrt(x*x+y*y); //polar coordinate - distance from x,y to 0,0 on the grid
theta = atan(y/x); // angle to 0,0 on the grid
}
void draw() {
fill(0,255,0);
rect(width/2,height/2,20,20);
fill(0,0,255);
rect(700,50,20,20);
float x = r * cos(theta);
float y = r * sin(theta);
// Draw an ellipse at x,y
noStroke();
fill(255,0,0);
ellipse(x, y, 16, 16);
if (r>0){
r -= 1; // Increment the radius
theta += 0.01; // Increment the angle
}
}
You could translate your x,y and then translate the draw loop.
This makes it so that you're working with a coordinate system with 0,0 at the center of the screen instead of at the top-left of the screen.
Your distance and angle formulas are using 0,0 as the origin, which is not the center of the screen if you use a top-left origin system (like Processing). You could also modify those formulas instead.
The below code is an edit of yours to make 0,0 at the center of your screen.
float r = 0; //radius
float x = 100; // x of the object
float y = 100; // y of the object
float theta = 0; //angle
void setup() {
size(800,600);
background(0);
smooth();
ellipseMode(CENTER); // draw ellipses based on their center
// translate the x and y from top-left origin to center origin
x -= width/2;
y -= height/2;
r = sqrt(x*x+y*y); //polar coordinate - distance from x,y to 0,0 on the grid
theta = atan(y/x); // angle to 0,0 on the grid
}
void draw() {
translate(width/2, height/2); // translate the whole canvas
fill(0,255,0);
ellipse(0,0,20,20); // mark the center of the canvas
fill(0,0,255);
ellipse(x,y,20,20); // mark the start point for the circle
// flip the angle if left of the origin
int flip = 1;
if(x < 0) flip = -1;
float x = r * cos(theta) * flip;
float y = r * sin(theta) * flip;
// Draw an ellipse at x,y
noStroke();
fill(255,0,0);
ellipse(x, y, 16, 16);
if (r>0){
r -= 1; // Decrement the radius
theta += 0.01; // Increment the angle
}
}
The below code keeps the top-left origin, but modifies the initialization of the radius and angle to be relative to the center of the screen.
float x = 100; // x of the object
float y = 100; // y of the object
float r = 0; // radius
float theta = 0; // angle
void setup() {
size(800,600);
background(0);
smooth();
ellipseMode(CENTER); // draw ellipses based on their center
// distance between point and center of screen
r = dist(x,y,width/2,height/2);
// http://stackoverflow.com/a/7586218/1736092
// angle of line between point and center of screen
// relative to x-axis
float dX = x - width/2;
float dY = y - height/2;
theta = atan2(dY, dX);
stroke(0, 255, 0); // green stroke
line(x, y, width/2, height/2); // draw radius
noStroke();
fill(0, 255, 0); // green fill
ellipse(width/2, height/2, 20, 20); // mark the center of the canvas
fill(0, 0, 255); // blue fill
ellipse(x, y, 20, 20); // mark the start point for the circle
}
void draw() {
float x = r * cos(theta) + width/2;
float y = r * sin(theta) + height/2;
noStroke();
fill(255,0,0); // red fill
ellipse(x, y, 16, 16);
if(r>0) {
r -= 1; // Decrement the radius
theta += 0.01; // Increment the angle
}
}