@sonotype wrote:
Hi, I’ve tried to replace ofVec2f with glm::vec2 but I can’t get the rotation method. Does anyone know how to solve it?
glm::vec<2, float> mousePos(ofGetMouseX(), ofGetMouseY()); int numTriangoles = 10; int minOffset = 5; int maxOffest = 70; int alpha = 20; if (ofGetMousePressed(OF_MOUSE_BUTTON_LEFT)) { //ON MOUSE PRESSED /* ____________________________________________________________________ */ for(int triangleInstance=0; triangleInstance<numTriangoles; triangleInstance++){ float offsetDistance = ofRandom(minOffset, maxOffest); float transparency = 40; float brushWidth = 0.45; // tried to use glm::vec2 and vector<glm::vec2>(don't remember exactly), but it didn't work ofVec2f p1(0., 25.*brushWidth); ofVec2f p2(100*brushWidth, 0); ofVec2f p3(0, -25.0*brushWidth); float rotation = ofRandom(360.0); p1.rotate(rotation); p2.rotate(rotation); p3.rotate(rotation); ofVec2f triangleoffset(offsetDistance); p1 += mousePos; p2 += mousePos; p3 += mousePos;
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