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authorRay <[email protected]>2017-05-08 21:16:46 +0200
committerRay <[email protected]>2017-05-08 21:16:46 +0200
commitf05d6dfc3c778f55564680405ad8365b87d4eb39 (patch)
tree17c4ffb3d21e7ec4a70458b645339c4f7d1789f9 /src/camera.h
parent8ccb5589965514bcb6f228422498360f86aa0e6b (diff)
downloadraylib-f05d6dfc3c778f55564680405ad8365b87d4eb39.tar.gz
raylib-f05d6dfc3c778f55564680405ad8365b87d4eb39.zip
Some comment tweaks
Still some work left on camera...
Diffstat (limited to 'src/camera.h')
-rw-r--r--src/camera.h13
1 files 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)