protected void InitPlayer() { Arnold = new Player(this); Arnold.Position = new Vector3(0.0f, 35.0f, 0.0f); // The LookAtVec.XZ will be normalized for turning purposes Arnold.LookAtVec = new Vector3(0.0f, 0.0f, -1.0f); // this is a vector for only X, Z component, // Y will be accounted for when call Matrix.CreateLookAt() Components.Add(Arnold); }
protected void InitPlayer() { Arnold = new Player(this); Arnold.Position = new Vector3(0.0f, 16.0f, 0.0f); // The LookAtVec.XZ will be normalized for turning purposes Arnold.LookAtVec = new Vector3(0.0f, 0.0f, -1.0f); // this is a vector for only X, Z component, // Y will be accounted for when call Matrix.CreateLookAt() viewMatrix = Matrix.CreateLookAt(Arnold.Position, (Arnold.Position + Arnold.LookAtVec), Vector3.Up); projectionMatrix = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45), (float)graphics.GraphicsDevice.Viewport.Width / (float)graphics.GraphicsDevice.Viewport.Height, 0.1f, 5000.0f); Arnold.ViewMatrix = viewMatrix; Arnold.ProjectionMatrix = projectionMatrix; Components.Add(Arnold); }