float addWave(float _amp, float _sampleRate, int _i){ // draws sine waves
float position = _i; // this is the x thats used
float offset = _amp * d_sin(( position/_sampleRate)*360); // this doesn't return x this gives a ratio of how often it gets sampled
//gives position of rotation
return offset;
}
void drawWaveLine(int _i){
_i = _i-1;//toget rid of point at front
float strokewidthc = 500; // how much to times vector
float strokewidthd = 10; // how much to times vector
Vec2d a = drawLinePoints[_i];// point 1
Vec2d b = drawLinePoints[_i+1]; // point 2
Vec2d v = b-a; // get vector minus two point vects
Vec2d vp;
vp.x = v.y *-1.0;// times by inverse cosine is inversly proportional to sine
vp.y = v.x;
vp.normalize();
//here mess with c or d stroke point for one side
strokewidthc = addWave(50, 20 ,_i);
// printf( "%f hello \n", strokewidthc );
Vec2d c = (a+vp * strokewidthc);
Vec2d d = (a-vp * strokewidthd);
glVertex2f(c.x, c.y); // puts points
}