This is my Game1.cs code i marked the areas of the camera movement code parts: Added the camera code in my Game1.cs i used the riemers tutorials camera code here:
http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series4/Mouse_camera.php
I also tried the code in the bottom by user31911 but same results the camera pointer/cursor is dancing/shaking in the middle and not responding.
Im trying to use the Camera class to move the camera around using the mouse.
http://pastebin.com/SF3iiftq
In the constructor i have this line:
viewMatrix = Matrix.CreateLookAt(cameraPosition, cameraFinalTarget, cameraRotatedUpVector);
If i use this line instead assign the viewMatrix variable later in my code then i dont see the terrain at all.
And the big main problem is that the mouse is not responding at all what i get is the mouse pointer dancing/shaking in the middle. The only thing that responding is my ProcessInput method i did the keys there are working but the method ProcessInputCamera the kkeys and mouse there are not resopnding when im moving the camera the mouse cursor is shaking/dancing in the middle.
I can't figure out why it happen.
But the mouse is not moving the camera.
Pls edit your Question! There are to many unnecessary informations...
here is my camera (1st person) class
class Camera
{ // up in here normal needed vars
public Vector3 cameraPosition;
public float moveSpeed, rotateSpeed;
public bool playing = true;
public GraphicsDevice device;
public Matrix view, projection;
Matrix rotation;
float yaw = 0;
float pitch = 0;
int oldX, oldY;
public Camera(Vector3 cameraPosition, float moveSpeed, float rotateSpeed, float filedOfView, GraphicsDevice device, float PerspectiveFieldOfView)
{
this.cameraPosition = cameraPosition;
this.moveSpeed = moveSpeed;
this.rotateSpeed = rotateSpeed;
this.device = device;
view = Matrix.CreateLookAt(cameraPosition, Vector3.Zero, Vector3.Up);
projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(PerspectiveFieldOfView), device.Viewport.AspectRatio, 0.1f, filedOfView);
ResetMouseCursor();
}
public void Update()
{
KeyboardState kState = Keyboard.GetState(); // make is able to use your keys
Vector3 v = new Vector3(0, 0, -50) * moveSpeed; // let you permanent walk
move(v); // isnt essential could be deleted if you wont that
}
if (kState.IsKeyDown(Keys.W))
{
Vector3 v = new Vector3(0, 0, -100) * moveSpeed;
move(v);
}
if (kState.IsKeyDown(Keys.S))
{
Vector3 v = new Vector3(0, 0, 50) * moveSpeed;
move(v);
}
if (kState.IsKeyDown(Keys.A))
{
Vector3 v = new Vector3(-50, 0, 0) * moveSpeed;
move(v);
projection = Matrix.
}
if (kState.IsKeyDown(Keys.D))
{
Vector3 v = new Vector3(50, 0, 0) * moveSpeed;
move(v);
}
pitch = MathHelper.Clamp(pitch, -1.5f, 1.5f);
MouseState mState = Mouse.GetState();
int dx = mState.X - oldX; /* is for turning you objekt / camera
yaw -= rotateSpeed * dx; *
*
int dy = mState.Y - oldY; *
pitch -= rotateSpeed * dy; */
ResetMouseCursor(); // this makes your mouse "dancing" in the middle
UpdateMatrices();
}
private void ResetMouseCursor() // mouse settings for the camera
{
int centerX = device.Viewport.Width / 2;
int centerY = device.Viewport.Height / 2;
Mouse.SetPosition(centerX, centerY);
oldX = centerX;
oldY = centerY;
}
private void UpdateMatrices() //standart camera things
{
rotation = Matrix.CreateRotationY(yaw) * Matrix.CreateRotationX(pitch);
Vector3 transformedReference = Vector3.Transform(new Vector3(0, 0, -1), rotation);
Vector3 lookAt = cameraPosition + transformedReference;
view = Matrix.CreateLookAt(cameraPosition, lookAt, Vector3.Up);
}
public void move(Vector3 v) // is the self programmed method to let you move
{
Matrix yRotation = Matrix.CreateRotationY(yaw);
v = Vector3.Transform(v, yRotation);
cameraPosition += v;
}
}
It's pretty standart, but good. In most cases this class is all you need for the Camera and it's configuration. Rewrite/Fix it, like however you need it...
Tipp: You could also consider a Arc-Ball-Cam..