Reputation: 443
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.
Upvotes: 0
Views: 215
Reputation: 76
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..
Upvotes: 1