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authorLoek Le Blansch <loek@pipeframe.xyz>2024-10-24 10:46:32 +0200
committerLoek Le Blansch <loek@pipeframe.xyz>2024-10-24 10:46:32 +0200
commit5447ddd896eb49ea9fd9f9191a277fd1d5730aa3 (patch)
tree96e09b8fb5d757aafef33da50a93204bae54ba9f /src/crepe/api/Transform.h
parent0b08b742fffa63188c89d760a5aecd55d585403b (diff)
add PR #9 comments as code comments
Diffstat (limited to 'src/crepe/api/Transform.h')
-rw-r--r--src/crepe/api/Transform.h13
1 files changed, 9 insertions, 4 deletions
diff --git a/src/crepe/api/Transform.h b/src/crepe/api/Transform.h
index 7b74e43..c17ae34 100644
--- a/src/crepe/api/Transform.h
+++ b/src/crepe/api/Transform.h
@@ -9,13 +9,18 @@
namespace crepe::api {
class Transform : public Component {
-
+ // FIXME: What's the difference between the `Point` and `Position`
+ // classes/structs? How about we replace both with a universal `Vec2` that
+ // works similar (or the same) as those found in GLSL?
public:
Transform(uint32_t id, Point &, double, double);
~Transform();
- Point position; // Translation (shift)
- double rotation; // Rotation, in radians
- double scale; // Multiplication factoh
+ //! Translation (shift)
+ Point position;
+ //! Rotation, in radians
+ double rotation;
+ //! Multiplication factor
+ double scale;
};
} // namespace crepe::api