1. public override void Update(GameTime gameTime)
  2. {
  3.  
  4. //cameraPosition = Vector3.Transform(cameraPosition, Matrix.CreateRotationY(0.01f)) + target;
  5. // Move forward/backward
  6. if (Keyboard.GetState().IsKeyDown(Keys.A))
  7. cameraPosition = Vector3.Transform(cameraPosition, Matrix.CreateRotationY(-0.01f)) ;
  8.  
  9. if (Keyboard.GetState().IsKeyDown(Keys.D))
  10. cameraPosition = Vector3.Transform(cameraPosition, Matrix.CreateRotationY(0.01f)) ;
  11.  
  12. if (Keyboard.GetState().IsKeyDown(Keys.W))
  13. cameraPosition = Vector3.Transform(cameraPosition, Matrix.CreateRotationX(-0.01f)) ;
  14.  
  15. if (Keyboard.GetState().IsKeyDown(Keys.S))
  16. cameraPosition = Vector3.Transform(cameraPosition, Matrix.CreateRotationX(0.01f)) ;
  17.  
  18. // if(Keyboard.GetState().IsKeyDown(Keys.F));
  19. // cameraPosition = Matrix.CreateTranslation(-20.0f / 3.0f, -10.0f / 3.0f, 0) * Matrix.CreateFromAxisAngle(rotAxis, 0.01f);
  20.  
  21.  
  22.  
  23. CreateLookAt();
  24.  
  25. base.Update(gameTime);
  26. }
  27.  
  28. private void CreateLookAt()
  29. {
  30.  
  31. view = Matrix.CreateLookAt(cameraPosition, target, Vector3.Up);
  32. }