Help me get my 3D camera to look like the ones in RTS

Posted by rFactor on Game Development See other posts from Game Development or by rFactor
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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