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graphic-processing-algorithm-Appendix-p326-3-p326-3.pde / pde



  size(500,500, P3D);
  camera(-5,5,-20,0,0,0,0,0,1);
  for(int phi=0; phi<360; phi+=10){
    float x = 10*cos(radians(phi));
    float y = 10*sin(radians(phi));
    pushMatrix();
    translate( x,y,0);
    float angled = atan2(y,x);
    rotateZ(angled);
    box(1);
    popMatrix();
  }
  


(C) Æliens 04/09/2009

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