Fix some spelling mistakes in constants, comments

This commit is contained in:
klayklogg
2018-02-23 17:07:04 +13:00
parent 451d772c02
commit 498fa36396

View File

@@ -16,14 +16,14 @@ enum Camera_Movement {
}; };
// Default camera values // Default camera values
const float YAW = -90.0f; const float YAW = -90.0f;
const float PITCH = 0.0f; const float PITCH = 0.0f;
const float SPEED = 2.5f; const float SPEED = 2.5f;
const float SENSITIVTY = 0.1f; const float SENSITIVITY = 0.1f;
const float ZOOM = 45.0f; 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 class Camera
{ {
public: public:
@@ -33,7 +33,7 @@ public:
glm::vec3 Up; glm::vec3 Up;
glm::vec3 Right; glm::vec3 Right;
glm::vec3 WorldUp; glm::vec3 WorldUp;
// Eular Angles // Euler Angles
float Yaw; float Yaw;
float Pitch; float Pitch;
// Camera options // Camera options
@@ -42,7 +42,7 @@ public:
float Zoom; float Zoom;
// Constructor with vectors // 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; Position = position;
WorldUp = up; WorldUp = up;
@@ -51,7 +51,7 @@ public:
updateCameraVectors(); updateCameraVectors();
} }
// Constructor with scalar values // 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); Position = glm::vec3(posX, posY, posZ);
WorldUp = glm::vec3(upX, upY, upZ); WorldUp = glm::vec3(upX, upY, upZ);
@@ -60,7 +60,7 @@ public:
updateCameraVectors(); 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() glm::mat4 GetViewMatrix()
{ {
return glm::lookAt(Position, Position + Front, Up); return glm::lookAt(Position, Position + Front, Up);
@@ -98,7 +98,7 @@ public:
Pitch = -89.0f; 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(); updateCameraVectors();
} }
@@ -114,7 +114,7 @@ public:
} }
private: 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() void updateCameraVectors()
{ {
// Calculate the new Front vector // Calculate the new Front vector