create barcode c#.net Rotating the Camera Around the Target in Font

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Rotating the Camera Around the Target
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The last feature you ll add to the camera is the ability to rotate it around its target. For that feature, you ll add two new attributes and a property to the ThirdPersonCamera class:
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// Maximum allowed rotation public static float MAX_ROTATE = 30.0f; // Current rotation angle over the camera axes (heading, up, and strafe) Vector3 eyeRotate; // Rotation velocity over the camera axes Vector3 eyeRotateVelocity; public Vector3 EyeRotateVelocity { get { return eyeRotateVelocity; } set { eyeRotateVelocity = value; } }
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CHAPTER 9 s LIGHTS, CAMERA, TRANSFORMATIONS!
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The allowed camera rotation range is defined between the -MAX_ROTATE and MAX_ROTATE values, and if the camera rotation is outside this range it is clamped. The eyeRotate vector stores the current camera rotation, where the X, Y, and Z components of this vector represent the angle of the rotation around the camera s strafe, up, and heading axes. Finally, the eyeRotateVelocity vector stores the velocity in which the camera rotation angle is updated. To calculate the camera view matrix taking into account the camera rotation, you ll need to overwrite the UpdateView method of the BaseCamera class. Remember that the UpdateView method is called when the camera view matrix is retrieved through the View property, and needs to be updated. Following is the code for the UpdateView method of the ThirdPersonCamera class:
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protected override void UpdateView() { Vector3 newPosition = Position - Target; // Calculate the new camera position, rotating it around its axes newPosition = Vector3.Transform(newPosition, Matrix.CreateFromAxisAngle(UpVector, MathHelper.ToRadians(eyeRotate.Y)) * Matrix.CreateFromAxisAngle(StrafeVector, MathHelper.ToRadians(eyeRotate.X)) * Matrix.CreateFromAxisAngle(HeadingVector, MathHelper.ToRadians(eyeRotate.Z)) ); viewMatrix = Matrix.CreateLookAt(newPosition + Target, Target, UpVector); needUpdateView = false; needUpdateFrustum = true; }
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In the overwritten UpdateView method, you need to calculate the camera s position considering its rotation. The camera rotation is stored in the eyeRotation attribute and is relative to its axes. To rotate the camera around its own axes you ll need to create a rotation matrix that rotates around an arbitrary axis. You can create this matrix using the CreateFromAxisAngle method of XNA s Matrix class. Then, you can calculate the final matrix used to rotate the camera by combining the matrices that rotate the camera around its Y, X, and Z axes in order.
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Updating the Camera
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You must implement a final method in the ThirdPersonCamera class: the Update method. The Update method is an abstract method of the BaseCamera class, which is called every time the camera needs to be updated. Inside the Update method you need to update the camera s attributes, as well as call the methods used to update the camera. Note that the UpdateView and UpdateProjection methods use the camera s attributes to update the camera s view and projection matrix. These methods are only called when the view and projection matrices are retrieved through properties and need to be updated. Following is the code for the Update method of the ThirdPersonCamera class:
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public override void Update(GameTime time) { float elapsedTimeSeconds = (float)time.ElapsedGameTime.TotalSeconds; // Update the follow position UpdateFollowPosition(elapsedTimeSeconds, !isFirstTimeChase); if (isFirstTimeChase) { eyeRotate = Vector3.Zero; isFirstTimeChase = false; } // Calculate the new rotation based on the rotation speed if (eyeRotateVelocity != Vector3.Zero) { eyeRotate += eyeRotateVelocity * elapsedTimeSeconds; eyeRotate.X = MathHelper.Clamp(eyeRotate.X, -MAX_ROTATE, MAX_ROTATE); eyeRotate.Y = MathHelper.Clamp(eyeRotate.Y, -MAX_ROTATE, MAX_ROTATE); eyeRotate.Z = MathHelper.Clamp(eyeRotate.Z, -MAX_ROTATE, MAX_ROTATE); needUpdateView = true; } }
In the Update method, you first update the camera s position using the UpdateFollowPosition method. Then you calculate the camera s current rotation based on its rotation velocity and the elapsed time since the last update.
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Lights make a big contribution to the realism of a game. A game scene can have various light sources scattered around it, which can be, for example, activated or deactivated dynamically depending on the player s position. The main drawback of placing many lights in a scene is that the higher the number of light sources, the higher the processing needed to render the scene. Some types of light sources used in games are directional light (for example, sunlight), spotlight (as the name says), and point light (a point that emits light in all directions).
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