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authorsanine <sanine.not@pm.me>2022-10-04 14:53:08 -0500
committersanine <sanine.not@pm.me>2022-10-04 14:53:08 -0500
commit6d96b0e7ea1d98e44647d0bbbba232701a7d557e (patch)
tree15fa9d310f1db5767b662fb0bb4cad8a560d3650 /demo/first_person/camera.lua
parent0c55c0e1b48de55fea401ea1b2b3f2280ef0f93c (diff)
add first person demo
Diffstat (limited to 'demo/first_person/camera.lua')
-rw-r--r--demo/first_person/camera.lua80
1 files changed, 80 insertions, 0 deletions
diff --git a/demo/first_person/camera.lua b/demo/first_person/camera.lua
new file mode 100644
index 0000000..6898d24
--- /dev/null
+++ b/demo/first_person/camera.lua
@@ -0,0 +1,80 @@
+local Camera = {}
+local G = _G
+local honey = honey
+local math = math
+local glm = honey.glm
+setmetatable(Camera, {__index=_G})
+setfenv(1, Camera)
+
+local X = glm.makeVector(1, 0, 0)
+local Y = glm.makeVector(0, 1, 0)
+local Z = glm.makeVector(0, 0, 1)
+
+
+--===== constructor =====--
+
+function constructor(_, fov, ratio, near, far)
+ local self = {}
+ G.setmetatable(self, {__index=Camera})
+
+ self.projection = glm.mat4()
+ self.fov = fov
+ self.near = near
+ self.far = far
+ glm.perspective(fov, ratio, near, far, self.projection)
+
+ self.position = glm.vec3()
+ self.forward = glm.vec3()
+ self.up = Y
+ self.right = glm.vec3()
+
+ self.view = glm.mat4()
+ glm.mat4_identity(self.view)
+
+ return self
+end
+setmetatable(Camera, {__call=constructor})
+
+
+--===== methods =====--
+
+function translate(self, translation)
+ local v = glm.vec3()
+ glm.vec3_scale(self.forward, glm.vec3_get(translation, 0), v)
+ glm.vec3_add(self.position, v, self.position)
+
+ glm.vec3_scale(self.right, glm.vec3_get(translation, 2), v)
+ glm.vec3_add(self.position, v, self.position)
+end
+
+
+function setAngles(self, yaw, pitch)
+ local yawr = math.rad(yaw)
+ local pitchr = math.rad(pitch)
+
+ local x = math.cos(yawr) * math.cos(pitchr)
+ local y = math.sin(pitchr)
+ local z = math.sin(yawr) * math.cos(pitchr)
+
+ glm.setVector(self.forward, x, y, z)
+ glm.vec3_cross(self.forward, self.up, self.right)
+ glm.vec3_normalize(self.forward)
+ glm.vec3_normalize(self.right)
+
+ G.print(yaw, pitch, glm.vec3_tostring(self.forward), glm.vec3_tostring(self.right))
+end
+
+
+function updateView(self)
+ glm.look(self.position, self.forward, self.up, self.view)
+end
+
+
+function updateRatio(self, ratio)
+ glm.perspective(self.fov, ratio, self.near, self.far, self.projection)
+end
+
+
+--===== fin =====--
+
+return Camera