Help me get my 3D camera to look like the ones in RTS
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                rFactor
            
        on Game Development
        
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        Published on 2011-03-18T18:37:50Z
        Indexed on 
            2011/03/19
            0:19 UTC
        
        
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I am a newbie in 3D game development and I am trying to make a real-time strategy game. I am struggling with the camera currently as I am unable to make it look like they do in RTS games.
Here is my Camera.cs class
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Input;
namespace BB
{
    public class Camera : Microsoft.Xna.Framework.GameComponent
    {
        public Matrix view;
        public Matrix projection;
        protected Game game;
        KeyboardState currentKeyboardState;
        Vector3 cameraPosition = new Vector3(600.0f, 0.0f, 600.0f);
        Vector3 cameraForward = new Vector3(0, -0.4472136f, -0.8944272f);
        BoundingFrustum cameraFrustum = new BoundingFrustum(Matrix.Identity);
        // Light direction
        Vector3 lightDir = new Vector3(-0.3333333f, 0.6666667f, 0.6666667f);
        public Camera(Game game) : base(game)
        {
            this.game = game;
        }
        public override void Initialize()
        {
            this.view = Matrix.CreateLookAt(this.cameraPosition, this.cameraPosition + this.cameraForward, Vector3.Up);
            this.projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, this.game.renderer.aspectRatio, 1, 10000);
            base.Initialize();
        }
        /* Handles the user input
         * @ param   GameTime gameTime
         */
        private void HandleInput(GameTime gameTime)
        {
            float time = (float)gameTime.ElapsedGameTime.TotalMilliseconds;
            currentKeyboardState = Keyboard.GetState();
        }
        void UpdateCamera(GameTime gameTime)
        {
            float time = (float)gameTime.ElapsedGameTime.TotalMilliseconds;
            // Check for input to rotate the camera.
            float pitch = 0.0f;
            float turn = 0.0f;
            if (currentKeyboardState.IsKeyDown(Keys.Up))
                pitch += time * 0.001f;
            if (currentKeyboardState.IsKeyDown(Keys.Down))
                pitch -= time * 0.001f;
            if (currentKeyboardState.IsKeyDown(Keys.Left))
                turn += time * 0.001f;
            if (currentKeyboardState.IsKeyDown(Keys.Right))
                turn -= time * 0.001f;
            Vector3 cameraRight = Vector3.Cross(Vector3.Up, cameraForward);
            Vector3 flatFront = Vector3.Cross(cameraRight, Vector3.Up);
            Matrix pitchMatrix = Matrix.CreateFromAxisAngle(cameraRight, pitch);
            Matrix turnMatrix = Matrix.CreateFromAxisAngle(Vector3.Up, turn);
            Vector3 tiltedFront = Vector3.TransformNormal(cameraForward, pitchMatrix * turnMatrix);
            // Check angle so we cant flip over
            if (Vector3.Dot(tiltedFront, flatFront) > 0.001f)
            {
                cameraForward = Vector3.Normalize(tiltedFront);
            }
            // Check for input to move the camera around.
            if (currentKeyboardState.IsKeyDown(Keys.W))
                cameraPosition += cameraForward * time * 0.4f;
            if (currentKeyboardState.IsKeyDown(Keys.S))
                cameraPosition -= cameraForward * time * 0.4f;
            if (currentKeyboardState.IsKeyDown(Keys.A))
                cameraPosition += cameraRight * time * 0.4f;
            if (currentKeyboardState.IsKeyDown(Keys.D))
                cameraPosition -= cameraRight * time * 0.4f;
            if (currentKeyboardState.IsKeyDown(Keys.R))
            {
                cameraPosition = new Vector3(0, 50, 50);
                cameraForward = new Vector3(0, 0, -1);
            }
            cameraForward.Normalize();
            // Create the new view matrix
            view = Matrix.CreateLookAt(cameraPosition, cameraPosition + cameraForward, Vector3.Up);
            // Set the new frustum value
            cameraFrustum.Matrix = view * projection;
        }
        public override void Update(Microsoft.Xna.Framework.GameTime gameTime)
        {
            HandleInput(gameTime);
            UpdateCamera(gameTime);
        }
    }
}
The problem is that the initial view is looking in a horizontal direction. I would like to have an RTS like top down view (but with a slight pitch). Can you help me out?
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