Legacy/RTS Camera

Details I will add more details to this page when I have time, just thought I would share my code for an RTS Camera for those of you who need a place to start! Let me know if you have any questions...

Details

File:RTSCamera.png
File:RTSCamera.png

I will add more details to this page when I have time, just thought I would share my code for an RTS Camera for those of you who need a place to start! Let me know if you have any questions or suggestions to improve my code! The cursor is not locked into the viewport, I am still looking for a way to do this.

Also, for zooming with the mouse wheel, add the inputs for mouse wheel up and down with the names:

WheelMouseUp WheelMouseDown

Hope this helps!

Author: Connor Brewster

FESpectatorPawn.h

#pragma once

#include "GameFramework/SpectatorPawn.h"
#include "FESpectatorPawn.generated.h"

/** AFESpectatorPawn
 * This Pawn Will Move Like An RTS Camera
 */
UCLASS()
class FE_API AFESpectatorPawn : public ASpectatorPawn
{
    GENERATED_UCLASS_BODY()

public:
    /** Camera Component */
    UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera)
    TSubobjectPtr CameraComponent;

    /** Camera Z Angle */
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Camera)
    float CameraZAnlge;

    /** Camera Radius From Pawn Position */
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Camera)
    float CameraRadius;

    /** Camera Height Angle */
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Camera)
    float CameraHeightAngle;

    /** Camera Zoom Speed */
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Camera)
    float CameraZoomSpeed;

    /** Camera Radius Max */
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Camera)
    float CameraRadiusMax;

    /** Camera Radius Min */
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Camera)
    float CameraRadiusMin;

    /** Camera Movement Speed */
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Camera)
    float CameraMovementSpeed;

    /** Camera Scroll Boundary */
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Camera)
    float CameraScrollBoundary;

    /** Should the camera move? */
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Camera)
    bool bCanMoveCamera;

private:
    /** Sets up player inputs
     *    @param InputComponent - Input Component 
     */
    void SetupPlayerInputComponent(class UInputComponent* InputComponent);

public:
    /** Zooms In The Camera */
    UFUNCTION()
    void ZoomIn();

    /** Zooms Out The Camera */
    UFUNCTION()
    void ZoomOut();

    /** Gets the roatation of the camera with only the yaw value 
     * @return - returns a rotator that is (0, yaw, 0) of the Camera
     */
    UFUNCTION()
    FRotator GetIsolatedCameraYaw();

    /** Moves the camera forward
     * @param direcation - (1.0 for forward, -1.0 for backward)
     */
    UFUNCTION()
    void MoveCameraForward(float direction);

    /** Moves the camera forward 
     * @param direcation - (1.0 for right, -1.0 for left)
     */
    UFUNCTION()
    void MoveCameraRight(float direction);

    /** Repositions The Camera */
    UFUNCTION()
    void RepositionCamera();

    /** Tick Function, Called Every Frame */
    UFUNCTION()
    virtual void Tick(float deltaSeconds) override;
};

FESpectatorPawn.cpp

#include "FE.h"
#include "FESpectatorPawn.h"

AFESpectatorPawn::AFESpectatorPawn(const class FPostConstructInitializeProperties& PCIP)
    : Super(PCIP)
{
    //Disable Standard WASD Movement
    bAddDefaultMovementBindings = false;

    //Set Default Camera Values
    CameraRadius = 1000.0f;
    CameraZAnlge = 0.0f;
    CameraHeightAngle = 70.0f;
    CameraZoomSpeed = 32.0f;
    CameraRadiusMin = 750.0f;
    CameraRadiusMax = 2000.0f;
    CameraMovementSpeed = 2000.0f;
    CameraScrollBoundary = 25.0f;
    //TODO: While selecting units, the camera CANNOT move!
    bCanMoveCamera = true;

    //Intialize The Camera
    CameraComponent = PCIP.CreateDefaultSubobject(this, TEXT("RTS Camera"));
    CameraComponent->AttachParent = this->GetRootComponent();
    CameraComponent->bUsePawnControlRotation = false;
    RepositionCamera();

    //Enable Tick function
    PrimaryActorTick.bCanEverTick = true;
}

void AFESpectatorPawn::SetupPlayerInputComponent(class UInputComponent* InputComponent)
{
    check(InputComponent);

    //Bind Mouse Wheel Zooming Actions
    InputComponent->BindAction("WheelMouseUp", IE_Pressed, this, &AFESpectatorPawn::ZoomIn);
    InputComponent->BindAction("WheelMouseDown", IE_Pressed, this, &AFESpectatorPawn::ZoomOut);

    //Bind WASD Movement
    //FOR TESTING PURPOSES ONLY!!!
    //InputComponent->BindAxis("MoveForward", this, &AFESpectatorPawn::MoveCameraForward);
    //InputComponent->BindAxis("MoveRight", this, &AFESpectatorPawn::MoveCameraRight);
}

void AFESpectatorPawn::ZoomIn()
{
    //Don't execute any further if the camera can't move
    if (!bCanMoveCamera)
        return;

    //Decrease the CameraRadius but clamp it between the min and max radii
    CameraRadius = FMath::Clamp(CameraRadius - CameraZoomSpeed, CameraRadiusMin, CameraRadiusMax);

    //Reposition the camera in the local space
    RepositionCamera();
}

void AFESpectatorPawn::ZoomOut()
{
    //Don't execute any further if the camera can't move
    if (!bCanMoveCamera)
        return;

    //Increase the CameraRadius but clamp it between the min and max radii
    CameraRadius = FMath::Clamp(CameraRadius + CameraZoomSpeed, CameraRadiusMin, CameraRadiusMax);

    //Reposition the camera in the local space
    RepositionCamera();
}

FRotator AFESpectatorPawn::GetIsolatedCameraYaw()
{
    //Return a FRotator containing (0, CameraYaw, 0)
    return FRotator(0.0f, CameraComponent->ComponentToWorld.Rotator().Yaw, 0.0f);
}

void AFESpectatorPawn::MoveCameraForward(float direction)
{
    //Don't execute any further if the camera can't move
    if (!bCanMoveCamera)
        return;

    //Calculate how much to move the camera by
    float movementValue = direction * CameraMovementSpeed;

    //Create a delta vector that moves by the movementValue in the direction of the camera's yaw
    FVector deltaMovement = movementValue * GetIsolatedCameraYaw().Vector();

    //Add the delta to a new vector
    FVector newLocation = this->GetActorLocation() + deltaMovement;

    //Set the new location of the pawn
    SetActorLocation(newLocation);
}

void AFESpectatorPawn::MoveCameraRight(float direction)
{
    //Don't execute any further if the camera can't move
    if (!bCanMoveCamera)
        return;

    //Calculate how much to move the camera by
    float movementValue = direction * CameraMovementSpeed;

    //Create a delta vector that moves by the movementValue in the direction of the right of the camera's yaw
    FVector deltaMovement = movementValue * (FRotator(0.0f,90.0f,0.0f) + GetIsolatedCameraYaw()).Vector();

    //Add the delta to a new vector
    FVector newLocation = this->GetActorLocation() + deltaMovement;

    //Set the new location of the pawn
    SetActorLocation(newLocation);
}

void AFESpectatorPawn::RepositionCamera()
{
    //Create variables to hold the new values
    FVector newLocation(0.0f, 0.0f, 0.0f);
    FRotator newRotation(0.0f, 0.0f, 0.0f);

    //Find Cos and Sin of the Camera Z Angle
    float sinCameraZAngle = FMath::Sin(FMath::DegreesToRadians(CameraZAnlge));
    float cosCameraZAngle = FMath::Cos(FMath::DegreesToRadians(CameraZAnlge));

    //Find the Cos and Sin of the Camera Height Angle
    float sinCameraHeightAngle = FMath::Sin(FMath::DegreesToRadians(CameraHeightAngle));
    float cosCameraHeightAngle = FMath::Cos(FMath::DegreesToRadians(CameraHeightAngle));

    //Set newLocation X to cosCameraZAngle * sinCameraHeightAngle * CameraRadius
    newLocation.X = cosCameraZAngle * cosCameraHeightAngle * CameraRadius;

    //Set newLocation Y to sinCameraZangle * sinCameraHeightAngle * CameraRadius
    newLocation.Y = sinCameraZAngle * cosCameraHeightAngle * CameraRadius;

    //Set newLocation Z to cosCameraHeightAngle * CameraRadius
    newLocation.Z = sinCameraHeightAngle * CameraRadius;

    //Set the new rotations
    newRotation = (FVector(0.0f,0.0f,0.0f) - newLocation).Rotation();

    //Set the camera's location and rotation to the new values
    CameraComponent->SetRelativeLocation(newLocation);
    CameraComponent->SetRelativeRotation(newRotation);
}

void AFESpectatorPawn::Tick(float deltaSeconds)
{
    Super::Tick(deltaSeconds);

    //Create variables to hold mouse position and screen size
    FVector2D mousePosition;
    FVector2D viewportSize;

    //Get mouse position and screen size
    UGameViewportClient* gameViewport = GEngine->GameViewport;

    //Make sure viewport exists
    check(gameViewport);
    gameViewport->GetViewportSize(viewportSize);

    //Make sure the viewport has focus(contains the mouse)
    if (gameViewport->IsFocused(gameViewport->Viewport) && gameViewport->GetMousePosition(mousePosition) && bCanMoveCamera)
    {
        //Check if the mouse is at the left or right edge of the screen and move accordingly
        if (mousePosition.X < CameraScrollBoundary)
        {
            MoveCameraRight(-1.0f * deltaSeconds);
        }
        else if (viewportSize.X - mousePosition.X < CameraScrollBoundary)
        {
            MoveCameraRight(1.0f * deltaSeconds);
        }

        //Check if the mouse is at the top or bottom edge of the screen and move accordingly
        if (mousePosition.Y < CameraScrollBoundary)
        {
            MoveCameraForward(1.0f * deltaSeconds);
        }
        else if (viewportSize.Y - mousePosition.Y < CameraScrollBoundary)
        {
            MoveCameraForward(-1.0f * deltaSeconds);
        }
    }
}
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