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Bobbing in Water REDUX REDUX
by
David Rodriguez
on Jun 23, 2008 at 3:16:00 pm
The expressions I am using..
on position
xAmp = 3; //height of undulations (pixels)
xFreq = .3; //undulations per second
xSpeed = 150; //speed of wave (pixels per second)
wl = xSpeed/xFreq; //wavelength (pixels)
phaseOffset = ((position[0]%wl)/wl)*2*Math.PI;
y = xAmp*Math.sin(2*Math.PI*xFreq*time + phaseOffset);
//--NEW
swayAmp = 100; //amplitude of sway
swayFreq = .25; //frequency of sway
x = swayAmp * Math.sin(time * swayFreq);
//-----
value + [x,y]
on rotation
xFreq = .3; //undulations per second
xSpeed = 150; //speed of wave (pixels per second)
damping = 15; //undulation damping factor
wl = xSpeed/xFreq; //wavelength (pixels)
phaseOffset = ((position[0]%wl)/wl)*2*Math.PI;
theta = Math.atan(Math.cos(2*Math.PI*xFreq*time + phaseOffset));
radiansToDegrees(theta)/damping;
Is there any way to make the upward motion be faster than the downward motion? Say 50% faster?
Any help is much appreciated.
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Current Message Thread:
Bobbing in Water REDUX REDUX
by David Rodriguez on Jun 23, 2008 at 3:16:00 pm
Re: Bobbing in Water REDUX REDUX
by Kevin Camp on Jun 23, 2008 at 3:22:42 pm
Re: Bobbing in Water REDUX REDUX
by David Rodriguez on Jun 23, 2008 at 3:39:55 pm
Re: Bobbing in Water REDUX REDUX
by Kevin Camp on Jun 23, 2008 at 3:43:13 pm
Re: Bobbing in Water REDUX REDUX
by Kevin Camp on Jun 23, 2008 at 3:45:54 pm
Related Threads:
Bobbing in Water REDUX
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