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;