SE TTIN G UP DIFFER ENT CA MERA MODE S IN YOUR 3 D WORLD in Word

Printer DataMatrix in Word SE TTIN G UP DIFFER ENT CA MERA MODE S IN YOUR 3 D WORLD

CHAPTER 2 SE TTIN G UP DIFFER ENT CA MERA MODE S IN YOUR 3 D WORLD
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The rotationSpeed variable defines how fast the camera will rotate. You find the horizontal and vertical difference of the mouse coordinate between the new and previous positions, and you adjust the rotations around the Right and Up vectors accordingly. The last line resets the mouse pointer to the center of the window.
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Note Another approach could have been that you store the currentMouseState in the
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originalMouseState, so it is ready to be compared to the new currentMouseState in the next update cycle. However, this would become useless if the mouse cursor is moved toward an edge of the screen. If the mouse cursor, for example, hits the right edge of the screen, there will be no difference in the X position of the mouse cursor when the user moves the mouse even more to the right. Repositioning the mouse cursor to the center of the screen solves this problem.
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At the end, you call the UpdateViewMatrix method, which will update the viewMatrix variable according to the new rotation values. The following is the code of the UpdateViewMatrix method, and except for the first line, you can find a detailed explanation of it in the previous recipe. Based on a matrix that stores the rotation of the camera and the position of the matrix, the method calculates the Target and Up vectors, which are needed to create the View matrix: Matrix cameraRotation = Matrix.CreateRotationX(updownRot) * Matrix.CreateRotationY(leftrightRot); Vector3 cameraOriginalTarget = new Vector3(0, 0, -1); Vector3 cameraOriginalUpVector = new Vector3(0, 1, 0); Vector3 cameraRotatedTarget = Vector3.Transform(cameraOriginalTarget, cameraRotation); Vector3 cameraFinalTarget = cameraPosition + cameraRotatedTarget; Vector3 cameraRotatedUpVector = Vector3.Transform(cameraOriginalUpVector, cameraRotation); Vector3 cameraFinalUpVector = cameraPosition + cameraRotatedUpVector; viewMatrix = Matrix.CreateLookAt(cameraPosition, cameraFinalTarget, cameraFinalUpVector); The first line could use some explanation. The Right vector here is the (1,0,0) vector, so it is directed along the x-axis. That s why you use the CreateRotationX method to create this rotation. The Up vector here is the (0,1,0) vector, so you use the CreateRotationY method to create the left/right rotation. About the order of multiplication: M1*M2 means M1 after M2, so here this becomes Up/Down rotation after Left/Right rotation. For more information on the order of matrix multiplication, see recipe 4-2 in 4. This will make your camera rotate when you move your mouse cursor. Next, you want the camera to move forward when you press the Forward button. In the update routine, you will first detect the key presses and react to this by specifying which vector to add to the camera position:
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CHAPTER 2 SE TTIN G UP DIFFE RENT CA MERA MODE S IN YOUR 3 D WORLD
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KeyboardState keyState = Keyboard.GetState(); if (keyState.IsKeyDown(Keys.Up)) AddToCameraPosition(new Vector3(0, 0, -1)); if (keyState.IsKeyDown(Keys.Down)) AddToCameraPosition(new Vector3(0, 0, 1)); if (keyState.IsKeyDown(Keys.Right)) AddToCameraPosition(new Vector3(1, 0, 0)); if (keyState.IsKeyDown(Keys.Left)) AddToCameraPosition(new Vector3(-1, 0, 0)); Pressing the Up key results in the Forward vector being added to the camera position, pressing the Down key results in the Forward vector being subtracted from the camera position, and so on. However, before you can add these vectors to the camera position, you still need to rotate them by the camera rotation. For more information on this, see the previous recipe. This is handled by the AddToCameraPosition method: private void AddToCameraPosition(Vector3 vectorToAdd) { float moveSpeed = 0.5f; Matrix cameraRotation = Matrix.CreateRotationX(updownRot) * Matrix.CreateRotationY(leftrightRot); Vector3 rotatedVector = Vector3.Transform(vectorToAdd, cameraRotation); cameraPosition += moveSpeed * rotatedVector; UpdateViewMatrix(); } First, you calculate the camera rotation matrix, as shown in the UpdateViewMatrix method. Then you rotate the specified vector according to this rotation matrix. Next, the rotated vector is multiplied by a variable that lets you set the speed at which your camera will move, and the Position of the camera is actually changed. Finally, you call the UpdateViewMatrix method, which creates a new View matrix that takes the new camera position into account.
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