1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
|
local Vector = require('Vector')
local Matrix = require('Matrix')
local Camera = require('Camera')
local camera = Camera.new(nil,
Vector.Vec3.new(),
Vector.Vec3.new(),
Vector.Vec3.new{1,1,1},
math.rad(90), 640/480, 0.1, 1000)
camera.pitch = 0
camera.yaw = 0
camera.sensitivity = 0.1
camera.movement_speed = 1
function camera:update(dt)
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)
self:updateTransform()
self:updateView()
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
camera.rotation:setAt(0, math.rad(camera.pitch))
camera.rotation:setAt(1, math.rad(camera.yaw))
end
)
honey.input.mouse.set_mode(honey.input.mouse.mode.disabled)
return camera
|