From f05d6dfc3c778f55564680405ad8365b87d4eb39 Mon Sep 17 00:00:00 2001 From: Ray Date: Mon, 8 May 2017 21:16:46 +0200 Subject: [PATCH] Some comment tweaks Still some work left on camera... --- src/camera.h | 13 ++++++++++--- 1 file changed, 10 insertions(+), 3 deletions(-) diff --git a/src/camera.h b/src/camera.h index e4aa8478..8067e7bf 100644 --- a/src/camera.h +++ b/src/camera.h @@ -181,7 +181,14 @@ void SetCameraMoveControls(int frontKey, int backKey, // Types and Structures Definition //---------------------------------------------------------------------------------- // Camera move modes (first person and third person cameras) -typedef enum { MOVE_FRONT = 0, MOVE_BACK, MOVE_RIGHT, MOVE_LEFT, MOVE_UP, MOVE_DOWN } CameraMove; +typedef enum { + MOVE_FRONT = 0, + MOVE_BACK, + MOVE_RIGHT, + MOVE_LEFT, + MOVE_UP, + MOVE_DOWN +} CameraMove; //---------------------------------------------------------------------------------- // Global Variables Definition @@ -241,7 +248,7 @@ void SetCameraMode(Camera camera, int mode) cameraAngle.y = -asinf(fabsf(dy)/distance.y); // Camera angle in plane XY (0 aligned with X, move positive CW) // NOTE: Just testing what cameraAngle means - //cameraAngle.x = 0.0f*DEG2RAD; // Camera angle in plane XZ (0 aligned with Z, move positive CCW) + //cameraAngle.x = 0.0f*DEG2RAD; // Camera angle in plane XZ (0 aligned with Z, move positive CCW) //cameraAngle.y = -60.0f*DEG2RAD; // Camera angle in plane XY (0 aligned with X, move positive CW) playerEyesPosition = camera.position.y; @@ -257,7 +264,7 @@ void SetCameraMode(Camera camera, int mode) // Update camera depending on selected mode // NOTE: Camera controls depend on some raylib functions: // System: EnableCursor(), DisableCursor() -// Mouse: GetMousePosition(), SetMousePosition(), IsMouseButtonDown(), GetMouseWheelMove() +// Mouse: IsMouseButtonDown(), GetMousePosition(), GetMouseWheelMove() // Keys: IsKeyDown() // TODO: Port to quaternion-based camera void UpdateCamera(Camera *camera)