public void camUpdate(GameCamera cam, Vector3 mdlPosition) { camPosition = mdlPosition + new Vector3(0.0f, 3.0f, 15.0f); //cam.camLookat = mdlPosition - ((Vector3.UnitX) * -(float)Math.Sin(mdlRotation) * 0.05f * 15.0F) + ((Vector3.UnitZ) * (float)Math.Cos(mdlRotation) * 0.05f * 15.0F); //cam.camRotationMatrix = -Matrix.CreateRotationY(mdlRotation); //cam.camTransform = Vector3.Transform(Vector3.Forward, cam.camRotationMatrix); cam.camViewMatrix = Matrix.CreateLookAt(cam.camPosition, cam.camLookat, Vector3.Up); }
public void camUpdate(GameCamera cam, Vector3 mdlPosition, float mdlRotation) { cam.camPosition = mdlPosition + new Vector3(0.0f, 0.0f, 0.0f); // if (mdlRotation != 0f) // { // cam.camRotationMatrix = Matrix.CreateRotationY(mdlRotation); // } // if (cam.camYaw != 0f) // { // cam.camRotationMatrix = - Matrix.CreateRotationZ(cam.camYaw); // Console.WriteLine("True"); // } // cam.camPosition = mdlPosition + ((Vector3.UnitX) * -(float)Math.Sin(mdlRotation) * 25.0f) + ((Vector3.UnitZ) * (15 - (float)Math.Sin(mdlRotation) * 25.0f)) + Vector3.UnitY*10; // //cam.camPosition = mdlPosition + new Vector3(0.0f, 3.0f, 15.0f); // cam.camLookat = mdlPosition - ((Vector3.UnitX) * -(float)Math.Sin(mdlRotation) * 0.05f) + ((Vector3.UnitZ) * (float)Math.Cos(mdlRotation) * 0.05f); cam.camLookat = camPosition; cam.camViewMatrix = Matrix.CreateLookAt(camPosition, camLookat, Vector3.Up); }
private void InitializeTransform() { player1 = new Player(); camera = new GameCamera(player1.playerPosition); aspectRatio = graphics.GraphicsDevice.Viewport.AspectRatio; camera.camViewMatrix = Matrix.CreateLookAt(camera.camPosition, Vector3.Zero, Vector3.Up); camera.camProjectionMatrix = Matrix.CreatePerspectiveFieldOfView( MathHelper.ToRadians(45), aspectRatio, 1.0f, 350.0f); }