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local Camera = require('Camera')
local camera = Camera.new(nil,
honey.glm.vec3(),
honey.glm.vec3(),
honey.glm.vec3{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 = honey.glm.vec3()
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:set(1, 0)
movement:normalize()
if honey.input.key.is_down(honey.input.key.left_shift) then
movement:add(honey.glm.UNIT_Y, movement)
end
if honey.input.key.is_down(honey.input.key.left_control) then
movement:sub(honey.glm.UNIT_Y, movement)
end
movement:muls(self.movement_speed*dt, movement)
self:translate(movement)
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 > 89.9 then camera.pitch = 89.9 end
if camera.pitch < -89.9 then camera.pitch = -89.9 end
camera.rotation:set(0, math.rad(camera.pitch))
camera.rotation:set(1, math.rad(camera.yaw))
end
)
honey.input.mouse.set_mode(honey.input.mouse.mode.captured)
return camera
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