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author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-10-24 10:46:32 +0200 |
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committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-10-24 10:46:32 +0200 |
commit | 5447ddd896eb49ea9fd9f9191a277fd1d5730aa3 (patch) | |
tree | 96e09b8fb5d757aafef33da50a93204bae54ba9f /src/crepe/api/Transform.h | |
parent | 0b08b742fffa63188c89d760a5aecd55d585403b (diff) |
add PR #9 comments as code comments
Diffstat (limited to 'src/crepe/api/Transform.h')
-rw-r--r-- | src/crepe/api/Transform.h | 13 |
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 |