public override void Update(GameTime gameTime) { //cameraPosition = Vector3.Transform(cameraPosition, Matrix.CreateRotationY(0.01f)) + target; // Move forward/backward if (Keyboard.GetState().IsKeyDown(Keys.A)) cameraPosition = Vector3.Transform(cameraPosition, Matrix.CreateRotationY(-0.01f)) ; if (Keyboard.GetState().IsKeyDown(Keys.D)) cameraPosition = Vector3.Transform(cameraPosition, Matrix.CreateRotationY(0.01f)) ; if (Keyboard.GetState().IsKeyDown(Keys.W)) cameraPosition = Vector3.Transform(cameraPosition, Matrix.CreateRotationX(-0.01f)) ; if (Keyboard.GetState().IsKeyDown(Keys.S)) cameraPosition = Vector3.Transform(cameraPosition, Matrix.CreateRotationX(0.01f)) ; // if(Keyboard.GetState().IsKeyDown(Keys.F)); // cameraPosition = Matrix.CreateTranslation(-20.0f / 3.0f, -10.0f / 3.0f, 0) * Matrix.CreateFromAxisAngle(rotAxis, 0.01f); CreateLookAt(); base.Update(gameTime); } private void CreateLookAt() { view = Matrix.CreateLookAt(cameraPosition, target, Vector3.Up); }