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https://github.com/JoeyDeVries/LearnOpenGL.git
synced 2026-01-02 04:37:54 +08:00
Fix some spelling mistakes in constants, comments
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@@ -16,14 +16,14 @@ enum Camera_Movement {
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};
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// Default camera values
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const float YAW = -90.0f;
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const float PITCH = 0.0f;
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const float SPEED = 2.5f;
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const float SENSITIVTY = 0.1f;
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const float ZOOM = 45.0f;
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const float YAW = -90.0f;
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const float PITCH = 0.0f;
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const float SPEED = 2.5f;
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const float SENSITIVITY = 0.1f;
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const float ZOOM = 45.0f;
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// An abstract camera class that processes input and calculates the corresponding Eular Angles, Vectors and Matrices for use in OpenGL
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// An abstract camera class that processes input and calculates the corresponding Euler Angles, Vectors and Matrices for use in OpenGL
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class Camera
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{
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public:
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@@ -33,7 +33,7 @@ public:
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glm::vec3 Up;
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glm::vec3 Right;
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glm::vec3 WorldUp;
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// Eular Angles
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// Euler Angles
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float Yaw;
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float Pitch;
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// Camera options
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@@ -42,7 +42,7 @@ public:
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float Zoom;
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// Constructor with vectors
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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)
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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)
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{
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Position = position;
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WorldUp = up;
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@@ -51,7 +51,7 @@ public:
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updateCameraVectors();
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}
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// Constructor with scalar values
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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)
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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)
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{
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Position = glm::vec3(posX, posY, posZ);
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WorldUp = glm::vec3(upX, upY, upZ);
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@@ -60,7 +60,7 @@ public:
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updateCameraVectors();
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}
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// Returns the view matrix calculated using Eular Angles and the LookAt Matrix
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// Returns the view matrix calculated using Euler Angles and the LookAt Matrix
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glm::mat4 GetViewMatrix()
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{
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return glm::lookAt(Position, Position + Front, Up);
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@@ -98,7 +98,7 @@ public:
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Pitch = -89.0f;
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}
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// Update Front, Right and Up Vectors using the updated Eular angles
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// Update Front, Right and Up Vectors using the updated Euler angles
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updateCameraVectors();
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}
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@@ -114,7 +114,7 @@ public:
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}
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private:
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// Calculates the front vector from the Camera's (updated) Eular Angles
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// Calculates the front vector from the Camera's (updated) Euler Angles
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void updateCameraVectors()
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{
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// Calculate the new Front vector
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