anchor.diff:      projectionMatrix.multiply(viewMatrix);
       
       //move();
  +    rotation();
  +    
       //moveCamForward();
       //moveCamBackward();
       //moveCamLeft();
  
positive.code:   
    WebGL.RenderingContext glContext;
    Camera cam;
    
    
    MotionEngine(WebGL.RenderingContext glContext, Camera camera){
  
negative.code:     _tranMatrix = _tranMatrix*temp;
    }
    
    void rotation(){
      Matrix4 temp = new Matrix4.rotationY(angleSpeed);
      _tranMatrix = _tranMatrix*temp;
    }
    
    
    Matrix4 get tranMatrix => _tranMatrix;
    
    void update(double time){
  