diff --git a/includes/learnopengl/camera.h b/includes/learnopengl/camera.h index 896e986..86c0740 100644 --- a/includes/learnopengl/camera.h +++ b/includes/learnopengl/camera.h @@ -16,14 +16,14 @@ enum Camera_Movement { }; // Default camera values -const float YAW = -90.0f; -const float PITCH = 0.0f; -const float SPEED = 2.5f; -const float SENSITIVTY = 0.1f; -const float ZOOM = 45.0f; +const float YAW = -90.0f; +const float PITCH = 0.0f; +const float SPEED = 2.5f; +const float SENSITIVITY = 0.1f; +const float ZOOM = 45.0f; -// An abstract camera class that processes input and calculates the corresponding Eular Angles, Vectors and Matrices for use in OpenGL +// An abstract camera class that processes input and calculates the corresponding Euler Angles, Vectors and Matrices for use in OpenGL class Camera { public: @@ -33,7 +33,7 @@ public: glm::vec3 Up; glm::vec3 Right; glm::vec3 WorldUp; - // Eular Angles + // Euler Angles float Yaw; float Pitch; // Camera options @@ -42,7 +42,7 @@ public: float Zoom; // Constructor with vectors - Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), float yaw = YAW, float pitch = PITCH) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVTY), Zoom(ZOOM) + Camera(glm::vec3 position = glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f), float yaw = YAW, float pitch = PITCH) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVITY), Zoom(ZOOM) { Position = position; WorldUp = up; @@ -51,7 +51,7 @@ public: updateCameraVectors(); } // Constructor with scalar values - Camera(float posX, float posY, float posZ, float upX, float upY, float upZ, float yaw, float pitch) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVTY), Zoom(ZOOM) + Camera(float posX, float posY, float posZ, float upX, float upY, float upZ, float yaw, float pitch) : Front(glm::vec3(0.0f, 0.0f, -1.0f)), MovementSpeed(SPEED), MouseSensitivity(SENSITIVITY), Zoom(ZOOM) { Position = glm::vec3(posX, posY, posZ); WorldUp = glm::vec3(upX, upY, upZ); @@ -60,7 +60,7 @@ public: updateCameraVectors(); } - // Returns the view matrix calculated using Eular Angles and the LookAt Matrix + // Returns the view matrix calculated using Euler Angles and the LookAt Matrix glm::mat4 GetViewMatrix() { return glm::lookAt(Position, Position + Front, Up); @@ -98,7 +98,7 @@ public: Pitch = -89.0f; } - // Update Front, Right and Up Vectors using the updated Eular angles + // Update Front, Right and Up Vectors using the updated Euler angles updateCameraVectors(); } @@ -114,7 +114,7 @@ public: } private: - // Calculates the front vector from the Camera's (updated) Eular Angles + // Calculates the front vector from the Camera's (updated) Euler Angles void updateCameraVectors() { // Calculate the new Front vector