Some comment tweaks
Still some work left on camera...
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src/camera.h
13
src/camera.h
@ -181,7 +181,14 @@ void SetCameraMoveControls(int frontKey, int backKey,
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// Camera move modes (first person and third person cameras)
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typedef enum { MOVE_FRONT = 0, MOVE_BACK, MOVE_RIGHT, MOVE_LEFT, MOVE_UP, MOVE_DOWN } CameraMove;
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typedef enum {
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MOVE_FRONT = 0,
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MOVE_BACK,
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MOVE_RIGHT,
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MOVE_LEFT,
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MOVE_UP,
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MOVE_DOWN
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} CameraMove;
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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@ -241,7 +248,7 @@ void SetCameraMode(Camera camera, int mode)
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cameraAngle.y = -asinf(fabsf(dy)/distance.y); // Camera angle in plane XY (0 aligned with X, move positive CW)
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// NOTE: Just testing what cameraAngle means
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//cameraAngle.x = 0.0f*DEG2RAD; // Camera angle in plane XZ (0 aligned with Z, move positive CCW)
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//cameraAngle.x = 0.0f*DEG2RAD; // Camera angle in plane XZ (0 aligned with Z, move positive CCW)
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//cameraAngle.y = -60.0f*DEG2RAD; // Camera angle in plane XY (0 aligned with X, move positive CW)
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playerEyesPosition = camera.position.y;
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@ -257,7 +264,7 @@ void SetCameraMode(Camera camera, int mode)
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// Update camera depending on selected mode
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// NOTE: Camera controls depend on some raylib functions:
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// System: EnableCursor(), DisableCursor()
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// Mouse: GetMousePosition(), SetMousePosition(), IsMouseButtonDown(), GetMouseWheelMove()
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// Mouse: IsMouseButtonDown(), GetMousePosition(), GetMouseWheelMove()
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// Keys: IsKeyDown()
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// TODO: Port to quaternion-based camera
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void UpdateCamera(Camera *camera)
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