Some comment tweaks

Still some work left on camera...
This commit is contained in:
Ray 2017-05-08 21:16:46 +02:00
parent 8ccb558996
commit f05d6dfc3c

View file

@ -181,7 +181,14 @@ void SetCameraMoveControls(int frontKey, int backKey,
// Types and Structures Definition // Types and Structures Definition
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Camera move modes (first person and third person cameras) // 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 // 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) 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 // 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) //cameraAngle.y = -60.0f*DEG2RAD; // Camera angle in plane XY (0 aligned with X, move positive CW)
playerEyesPosition = camera.position.y; playerEyesPosition = camera.position.y;
@ -257,7 +264,7 @@ void SetCameraMode(Camera camera, int mode)
// Update camera depending on selected mode // Update camera depending on selected mode
// NOTE: Camera controls depend on some raylib functions: // NOTE: Camera controls depend on some raylib functions:
// System: EnableCursor(), DisableCursor() // System: EnableCursor(), DisableCursor()
// Mouse: GetMousePosition(), SetMousePosition(), IsMouseButtonDown(), GetMouseWheelMove() // Mouse: IsMouseButtonDown(), GetMousePosition(), GetMouseWheelMove()
// Keys: IsKeyDown() // Keys: IsKeyDown()
// TODO: Port to quaternion-based camera // TODO: Port to quaternion-based camera
void UpdateCamera(Camera *camera) void UpdateCamera(Camera *camera)