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);
}