To perform a math move, select the Move tab in the right portion of the screen. Type in parametric equations to determine your movement, and then click the Move button below the equations. The fish will swim along the equations you entered and leave behind a trail. See Functions to see the available functions and examples.
Try, for example the equations x(t) = sin(t), y(t) = t, z(t) = t, in Cartesian, which produces a simple sine curve. See Math Move Examples for samples of moves to try and a more detailed explanation.
You have the option of writing equations in three coordinate systems: Cartesian, Spherical, or Cylindrical.
To see models of the axes in each coordinate system, use the First Person view and turn on the Axes tool in the Environment menu.
Cartesian coordinates are oriented in a normal grid. In a cartesian coordinate system your x value increases as you move to the right, your y value increases as you move up, and your z value increases as you move forward.
Spherical coordinates have a radius and two angles, theta and phi. The radius, r, is the distance away from the origin. Theta is an angle on the sphere that rotates around the vertical axis. When its value is zero, theta points to the right. Phi is an angle on the sphere that rotates around a horizontal axis. When its angle is zero, phi points straight up. To get a sense of spherical coordinates, hold your right hand with your fingers up and your palm toward the screen. To change theta in the positive direction, turn your hand around to face you, keeping your fingers up. To change phi, bend your fingers down.
Cylindrical coordinates have a radius, an angle theta, and a z coordinate. Your z value in cylindrical coordinates increases as you move up. The radius, r, is the distance away from the z-axis. Theta is the angle that rotates around the z-axis, just like the angle theta in the spherical coordinate system.
After you execute a math move, your fish will be at the end of the trail. To see the trail your fish drew, navigate away from the trail and look back at it (See Navigation for instructions), or use an alternate camera angle (See Camera Angle for information).
AquaMOOSE currently does not recognize symbols, so you must enter Pi for π. See Functions to see the available functions and examples.
See Math Move Examples for samples of moves to try.