Rotating and Moving the Camera
Demonstrates how to rotate and move a camera in a 3D environment. You can rotate the camera about its y-axis, and move it forward and backward. You control the camera's position and orientation by using the directional keys on your keyboard or by using the D-pad of your Xbox 360 gamepad.
The Complete Sample
The code in the topic shows you the technique. You can download a complete code sample for this topic, including full source code and any additional supporting files required by the sample.
This sample is based on several assumptions.
- The camera will move frequently, so the camera view Matrix is created and set every time Game.Update is called.
- The projection Matrix may also change frequently for effects such as zooming.
- You have added a model to the project.
For the sake of simplicity, the sample limits the camera object to rotation about the y axis (vertical spin) and movement along the z axis (forward and backward). The following steps show you how to render the sample scene.
To render the sample scene
Determine the location and orientation of the camera object.
Create a view matrix using the camera position, the camera orientation (also called the look at point), and the up vector using CreateLookAt.
Create a perspective matrix using the near and far clipping planes and the aspect ratio using CreatePerspectiveFieldOfView.
Rotating and Moving a Camera
To rotate and move the camera
- Determine the camera's position in world coordinates.
Determine the reference Vector3 to which the rotation of the camera is relative.
The direction should not change during the game, and usually it will be (0, 0, 1) or (0, 0, −1).
Create a rotation Matrix for the amount of rotation for the camerat.
Because the camera is limited to one axis of rotation, this matrix represents the rotation of the camera around its own y-axis. Use CreateRotationY to create a rotation Matrix representing the rotation around the y-axis.
This represents the direction the camera is pointing in transformed (or view) space.
Add the camera's current position to the transformed direction vector.
The result is the position to which the camera is pointing.
Use CreateLookAt to pass the camera's current position and the transformed direction vector.
This Matrix controls how camera coordinate values are transformed to screen coordinates.
The first parameter is the field of view of the projection Matrix expressed in radians. A typical field of view of 45 degrees would be expressed as π/4 radians. The second parameter is the aspect ratio of the projection Matrix; it corrects for the difference in width and height of a viewspace. The third and fourth parameters specify the near and far distances at which the objects will be visible.
// Set distance from the camera of the near and far clipping planes. static float nearClip = 1.0f; static float farClip = 2000.0f; Viewport viewport = graphics.GraphicsDevice.Viewport; float aspectRatio = (float)viewport.Width / (float)viewport.Height; proj = Matrix.CreatePerspectiveFieldOfView(viewAngle, aspectRatio, nearClip, farClip);
Loop through each 3D model to be rendered using the projection matrix and view matrix created above.
An identity matrix simplifies the code for the world matrix.