local Vector = require('Vector') local Matrix = require('Matrix') local camera = {} camera.pitch = 0 camera.yaw = 0 camera.sensitivity = 0.1 camera.movement_speed = 1 camera.position = Vector.Vec3.new{0,0,-1} camera.view = Matrix.Mat4.eye() camera.basis = camera.view:basis() camera.projection = Matrix.Mat4.perspective(math.rad(90), 640/480, 0.1, 8192) function camera:update(dt) local M = Matrix.Mat4.eye() M:rotate(Vector.Vec3.ZERO, Vector.Vec3.Y_UNIT, math.rad(self.yaw)) M:rotate(Vector.Vec3.ZERO, Vector.Vec3.X_UNIT, math.rad(self.pitch)) self.basis = M:basis() movement = Vector.Vec3.new() if honey.input.key.is_down(honey.input.key.w) then movement:add(self.basis.z, movement) end if honey.input.key.is_down(honey.input.key.a) then movement:add(self.basis.x, movement) end if honey.input.key.is_down(honey.input.key.s) then movement:sub(self.basis.z, movement) end if honey.input.key.is_down(honey.input.key.d) then movement:sub(self.basis.x, movement) end movement:setAt(1, 0) movement:normalize() if honey.input.key.is_down(honey.input.key.left_shift) then movement:add(Vector.Vec3.Y_UNIT, movement) end if honey.input.key.is_down(honey.input.key.left_control) then movement:sub(Vector.Vec3.Y_UNIT, movement) end movement:muls(self.movement_speed*dt, movement) self.position:add(movement, self.position) Matrix.Mat4.look(self.position, self.basis.z, Vector.Vec3.Y_UNIT, self.view) end camera.mouse_pos = {} camera.mouse_pos.x = 0 camera.mouse_pos.y = 0 honey.input.mouse.bind_movement( function(xpos, ypos) local dx = xpos - camera.mouse_pos.x local dy = ypos - camera.mouse_pos.y camera.mouse_pos = { x=xpos, y=ypos } camera.pitch = camera.pitch + camera.sensitivity * dy camera.yaw = camera.yaw - camera.sensitivity * dx if camera.pitch > 89 then camera.pitch = 89 end if camera.pitch < -89 then camera.pitch = -89 end end ) honey.input.mouse.set_mode(honey.input.mouse.mode.disabled) return camera