Tolerate packet reordering in the early init process
[oweals/minetest.git] / src / camera.cpp
1 /*
2 Minetest
3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20 #include "camera.h"
21 #include "debug.h"
22 #include "client.h"
23 #include "map.h"
24 #include "clientmap.h"     // MapDrawControl
25 #include "player.h"
26 #include <cmath>
27 #include "settings.h"
28 #include "wieldmesh.h"
29 #include "noise.h"         // easeCurve
30 #include "gamedef.h"
31 #include "sound.h"
32 #include "event.h"
33 #include "profiler.h"
34 #include "util/numeric.h"
35 #include "util/mathconstants.h"
36 #include "constants.h"
37 #include "fontengine.h"
38
39 #define CAMERA_OFFSET_STEP 200
40
41 #include "nodedef.h"
42
43 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
44                 IGameDef *gamedef):
45         m_playernode(NULL),
46         m_headnode(NULL),
47         m_cameranode(NULL),
48
49         m_wieldmgr(NULL),
50         m_wieldnode(NULL),
51
52         m_draw_control(draw_control),
53         m_gamedef(gamedef),
54
55         m_camera_position(0,0,0),
56         m_camera_direction(0,0,0),
57         m_camera_offset(0,0,0),
58
59         m_aspect(1.0),
60         m_fov_x(1.0),
61         m_fov_y(1.0),
62
63         m_view_bobbing_anim(0),
64         m_view_bobbing_state(0),
65         m_view_bobbing_speed(0),
66         m_view_bobbing_fall(0),
67
68         m_digging_anim(0),
69         m_digging_button(-1),
70
71         m_wield_change_timer(0.125),
72         m_wield_item_next(),
73
74         m_camera_mode(CAMERA_MODE_FIRST)
75 {
76         //dstream<<FUNCTION_NAME<<std::endl;
77
78         m_driver = smgr->getVideoDriver();
79         // note: making the camera node a child of the player node
80         // would lead to unexpected behaviour, so we don't do that.
81         m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
82         m_headnode = smgr->addEmptySceneNode(m_playernode);
83         m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
84         m_cameranode->bindTargetAndRotation(true);
85
86         // This needs to be in its own scene manager. It is drawn after
87         // all other 3D scene nodes and before the GUI.
88         m_wieldmgr = smgr->createNewSceneManager();
89         m_wieldmgr->addCameraSceneNode();
90         m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, false);
91         m_wieldnode->setItem(ItemStack(), m_gamedef);
92         m_wieldnode->drop(); // m_wieldmgr grabbed it
93
94         /* TODO: Add a callback function so these can be updated when a setting
95          *       changes.  At this point in time it doesn't matter (e.g. /set
96          *       is documented to change server settings only)
97          *
98          * TODO: Local caching of settings is not optimal and should at some stage
99          *       be updated to use a global settings object for getting thse values
100          *       (as opposed to the this local caching). This can be addressed in
101          *       a later release.
102          */
103         m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount");
104         m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
105         m_cache_fov                 = g_settings->getFloat("fov");
106         m_cache_view_bobbing        = g_settings->getBool("view_bobbing");
107         m_nametags.clear();
108 }
109
110 Camera::~Camera()
111 {
112         m_wieldmgr->drop();
113 }
114
115 bool Camera::successfullyCreated(std::string &error_message)
116 {
117         if (!m_playernode) {
118                 error_message = "Failed to create the player scene node";
119         } else if (!m_headnode) {
120                 error_message = "Failed to create the head scene node";
121         } else if (!m_cameranode) {
122                 error_message = "Failed to create the camera scene node";
123         } else if (!m_wieldmgr) {
124                 error_message = "Failed to create the wielded item scene manager";
125         } else if (!m_wieldnode) {
126                 error_message = "Failed to create the wielded item scene node";
127         } else {
128                 error_message.clear();
129         }
130         return error_message.empty();
131 }
132
133 // Returns the fractional part of x
134 inline f32 my_modf(f32 x)
135 {
136         double dummy;
137         return modf(x, &dummy);
138 }
139
140 void Camera::step(f32 dtime)
141 {
142         if(m_view_bobbing_fall > 0)
143         {
144                 m_view_bobbing_fall -= 3 * dtime;
145                 if(m_view_bobbing_fall <= 0)
146                         m_view_bobbing_fall = -1; // Mark the effect as finished
147         }
148
149         bool was_under_zero = m_wield_change_timer < 0;
150         m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
151
152         if (m_wield_change_timer >= 0 && was_under_zero)
153                 m_wieldnode->setItem(m_wield_item_next, m_gamedef);
154
155         if (m_view_bobbing_state != 0)
156         {
157                 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
158                 f32 offset = dtime * m_view_bobbing_speed * 0.030;
159                 if (m_view_bobbing_state == 2) {
160                         // Animation is getting turned off
161                         if (m_view_bobbing_anim < 0.25) {
162                                 m_view_bobbing_anim -= offset;
163                         } else if (m_view_bobbing_anim > 0.75) {
164                                 m_view_bobbing_anim += offset;
165                         }
166
167                         if (m_view_bobbing_anim < 0.5) {
168                                 m_view_bobbing_anim += offset;
169                                 if (m_view_bobbing_anim > 0.5)
170                                         m_view_bobbing_anim = 0.5;
171                         } else {
172                                 m_view_bobbing_anim -= offset;
173                                 if (m_view_bobbing_anim < 0.5)
174                                         m_view_bobbing_anim = 0.5;
175                         }
176
177                         if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
178                                         fabs(m_view_bobbing_anim - 0.5) < 0.01) {
179                                 m_view_bobbing_anim = 0;
180                                 m_view_bobbing_state = 0;
181                         }
182                 }
183                 else {
184                         float was = m_view_bobbing_anim;
185                         m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
186                         bool step = (was == 0 ||
187                                         (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
188                                         (was > 0.5f && m_view_bobbing_anim <= 0.5f));
189                         if(step) {
190                                 MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
191                                 m_gamedef->event()->put(e);
192                         }
193                 }
194         }
195
196         if (m_digging_button != -1)
197         {
198                 f32 offset = dtime * 3.5;
199                 float m_digging_anim_was = m_digging_anim;
200                 m_digging_anim += offset;
201                 if (m_digging_anim >= 1)
202                 {
203                         m_digging_anim = 0;
204                         m_digging_button = -1;
205                 }
206                 float lim = 0.15;
207                 if(m_digging_anim_was < lim && m_digging_anim >= lim)
208                 {
209                         if(m_digging_button == 0)
210                         {
211                                 MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
212                                 m_gamedef->event()->put(e);
213                         } else if(m_digging_button == 1) {
214                                 MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
215                                 m_gamedef->event()->put(e);
216                         }
217                 }
218         }
219 }
220
221 void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
222                 f32 tool_reload_ratio, ClientEnvironment &c_env)
223 {
224         // Get player position
225         // Smooth the movement when walking up stairs
226         v3f old_player_position = m_playernode->getPosition();
227         v3f player_position = player->getPosition();
228         if (player->isAttached && player->parent)
229                 player_position = player->parent->getPosition();
230         //if(player->touching_ground && player_position.Y > old_player_position.Y)
231         if(player->touching_ground &&
232                         player_position.Y > old_player_position.Y)
233         {
234                 f32 oldy = old_player_position.Y;
235                 f32 newy = player_position.Y;
236                 f32 t = exp(-23*frametime);
237                 player_position.Y = oldy * t + newy * (1-t);
238         }
239
240         // Set player node transformation
241         m_playernode->setPosition(player_position);
242         m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
243         m_playernode->updateAbsolutePosition();
244
245         // Get camera tilt timer (hurt animation)
246         float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
247
248         // Fall bobbing animation
249         float fall_bobbing = 0;
250         if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
251         {
252                 if(m_view_bobbing_fall == -1) // Effect took place and has finished
253                         player->camera_impact = m_view_bobbing_fall = 0;
254                 else if(m_view_bobbing_fall == 0) // Initialize effect
255                         m_view_bobbing_fall = 1;
256
257                 // Convert 0 -> 1 to 0 -> 1 -> 0
258                 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
259                 // Smoothen and invert the above
260                 fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
261                 // Amplify according to the intensity of the impact
262                 fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
263
264                 fall_bobbing *= m_cache_fall_bobbing_amount;
265         }
266
267         // Calculate players eye offset for different camera modes
268         v3f PlayerEyeOffset = player->getEyeOffset();
269         if (m_camera_mode == CAMERA_MODE_FIRST)
270                 PlayerEyeOffset += player->eye_offset_first;
271         else
272                 PlayerEyeOffset += player->eye_offset_third;
273
274         // Set head node transformation
275         m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
276         m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
277         m_headnode->updateAbsolutePosition();
278
279         // Compute relative camera position and target
280         v3f rel_cam_pos = v3f(0,0,0);
281         v3f rel_cam_target = v3f(0,0,1);
282         v3f rel_cam_up = v3f(0,1,0);
283
284         if (m_view_bobbing_anim != 0 && m_camera_mode < CAMERA_MODE_THIRD)
285         {
286                 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
287                 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
288
289                 #if 1
290                 f32 bobknob = 1.2;
291                 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
292                 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
293
294                 v3f bobvec = v3f(
295                         0.3 * bobdir * sin(bobfrac * M_PI),
296                         -0.28 * bobtmp * bobtmp,
297                         0.);
298
299                 //rel_cam_pos += 0.2 * bobvec;
300                 //rel_cam_target += 0.03 * bobvec;
301                 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
302                 float f = 1.0;
303                 f *= m_cache_view_bobbing_amount;
304                 rel_cam_pos += bobvec * f;
305                 //rel_cam_target += 0.995 * bobvec * f;
306                 rel_cam_target += bobvec * f;
307                 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
308                 //rel_cam_target.X -= 0.005 * bobvec.X * f;
309                 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
310                 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
311                 #else
312                 f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
313                 f32 angle_rad = angle_deg * M_PI / 180;
314                 f32 r = 0.05;
315                 v3f off = v3f(
316                         r * sin(angle_rad),
317                         r * (cos(angle_rad) - 1),
318                         0);
319                 rel_cam_pos += off;
320                 //rel_cam_target += off;
321                 rel_cam_up.rotateXYBy(angle_deg);
322                 #endif
323
324         }
325
326         // Compute absolute camera position and target
327         m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
328         m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
329
330         v3f abs_cam_up;
331         m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
332
333         // Seperate camera position for calculation
334         v3f my_cp = m_camera_position;
335
336         // Reposition the camera for third person view
337         if (m_camera_mode > CAMERA_MODE_FIRST)
338         {
339                 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
340                         m_camera_direction *= -1;
341
342                 my_cp.Y += 2;
343
344                 // Calculate new position
345                 bool abort = false;
346                 for (int i = BS; i <= BS*2.75; i++)
347                 {
348                         my_cp.X = m_camera_position.X + m_camera_direction.X*-i;
349                         my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i;
350                         if (i > 12)
351                                 my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
352
353                         // Prevent camera positioned inside nodes
354                         INodeDefManager *nodemgr = m_gamedef->ndef();
355                         MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
356                         const ContentFeatures& features = nodemgr->get(n);
357                         if(features.walkable)
358                         {
359                                 my_cp.X += m_camera_direction.X*-1*-BS/2;
360                                 my_cp.Z += m_camera_direction.Z*-1*-BS/2;
361                                 my_cp.Y += m_camera_direction.Y*-1*-BS/2;
362                                 abort = true;
363                                 break;
364                         }
365                 }
366
367                 // If node blocks camera position don't move y to heigh
368                 if (abort && my_cp.Y > player_position.Y+BS*2)
369                         my_cp.Y = player_position.Y+BS*2;
370         }
371
372         // Update offset if too far away from the center of the map
373         m_camera_offset.X += CAMERA_OFFSET_STEP*
374                         (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
375         m_camera_offset.Y += CAMERA_OFFSET_STEP*
376                         (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
377         m_camera_offset.Z += CAMERA_OFFSET_STEP*
378                         (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
379
380         // Set camera node transformation
381         m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
382         m_cameranode->setUpVector(abs_cam_up);
383         // *100.0 helps in large map coordinates
384         m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
385
386         // update the camera position in front-view mode to render blocks behind player
387         if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
388                 m_camera_position = my_cp;
389
390         // Get FOV setting
391         f32 fov_degrees = m_cache_fov;
392         fov_degrees = MYMAX(fov_degrees, 10.0);
393         fov_degrees = MYMIN(fov_degrees, 170.0);
394
395         // FOV and aspect ratio
396         m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().Y;
397         m_fov_y = fov_degrees * M_PI / 180.0;
398         // Increase vertical FOV on lower aspect ratios (<16:10)
399         m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
400         m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
401         m_cameranode->setAspectRatio(m_aspect);
402         m_cameranode->setFOV(m_fov_y);
403
404         // Position the wielded item
405         //v3f wield_position = v3f(45, -35, 65);
406         v3f wield_position = v3f(55, -35, 65);
407         //v3f wield_rotation = v3f(-100, 120, -100);
408         v3f wield_rotation = v3f(-100, 120, -100);
409         wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
410         if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
411         {
412                 f32 frac = 1.0;
413                 if(m_digging_anim > 0.5)
414                         frac = 2.0 * (m_digging_anim - 0.5);
415                 // This value starts from 1 and settles to 0
416                 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
417                 //f32 ratiothing2 = pow(ratiothing, 0.5f);
418                 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
419                 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
420                 //wield_position.Z += frac * 5.0 * ratiothing2;
421                 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
422                 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
423                 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
424                 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
425         }
426         if (m_digging_button != -1)
427         {
428                 f32 digfrac = m_digging_anim;
429                 wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
430                 wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
431                 wield_position.Z += 25 * 0.5;
432
433                 // Euler angles are PURE EVIL, so why not use quaternions?
434                 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
435                 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
436                 core::quaternion quat_slerp;
437                 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
438                 quat_slerp.toEuler(wield_rotation);
439                 wield_rotation *= core::RADTODEG;
440         } else {
441                 f32 bobfrac = my_modf(m_view_bobbing_anim);
442                 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
443                 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
444         }
445         m_wieldnode->setPosition(wield_position);
446         m_wieldnode->setRotation(wield_rotation);
447
448         m_wieldnode->setColor(player->light_color);
449
450         // Set render distance
451         updateViewingRange();
452
453         // If the player is walking, swimming, or climbing,
454         // view bobbing is enabled and free_move is off,
455         // start (or continue) the view bobbing animation.
456         v3f speed = player->getSpeed();
457         const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
458         const bool movement_Y = fabs(speed.Y) > BS;
459
460         const bool walking = movement_XZ && player->touching_ground;
461         const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
462         const bool climbing = movement_Y && player->is_climbing;
463         if ((walking || swimming || climbing) &&
464                         m_cache_view_bobbing &&
465                         (!g_settings->getBool("free_move") || !m_gamedef->checkLocalPrivilege("fly")))
466         {
467                 // Start animation
468                 m_view_bobbing_state = 1;
469                 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
470         }
471         else if (m_view_bobbing_state == 1)
472         {
473                 // Stop animation
474                 m_view_bobbing_state = 2;
475                 m_view_bobbing_speed = 60;
476         }
477 }
478
479 void Camera::updateViewingRange()
480 {
481         if (m_draw_control.range_all) {
482                 m_cameranode->setFarValue(100000.0);
483                 return;
484         }
485
486         f32 viewing_range = g_settings->getFloat("viewing_range");
487         m_draw_control.wanted_range = viewing_range;
488         m_cameranode->setFarValue((viewing_range < 2000) ? 2000 * BS : viewing_range * BS);
489 }
490
491 void Camera::setDigging(s32 button)
492 {
493         if (m_digging_button == -1)
494                 m_digging_button = button;
495 }
496
497 void Camera::wield(const ItemStack &item)
498 {
499         if (item.name != m_wield_item_next.name) {
500                 m_wield_item_next = item;
501                 if (m_wield_change_timer > 0)
502                         m_wield_change_timer = -m_wield_change_timer;
503                 else if (m_wield_change_timer == 0)
504                         m_wield_change_timer = -0.001;
505         }
506 }
507
508 void Camera::drawWieldedTool(irr::core::matrix4* translation)
509 {
510         // Clear Z buffer so that the wielded tool stay in front of world geometry
511         m_wieldmgr->getVideoDriver()->clearZBuffer();
512
513         // Draw the wielded node (in a separate scene manager)
514         scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
515         cam->setAspectRatio(m_cameranode->getAspectRatio());
516         cam->setFOV(72.0*M_PI/180.0);
517         cam->setNearValue(10);
518         cam->setFarValue(1000);
519         if (translation != NULL)
520         {
521                 irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
522                 irr::core::vector3df focusPoint = (cam->getTarget()
523                                 - cam->getAbsolutePosition()).setLength(1)
524                                 + cam->getAbsolutePosition();
525
526                 irr::core::vector3df camera_pos =
527                                 (startMatrix * *translation).getTranslation();
528                 cam->setPosition(camera_pos);
529                 cam->setTarget(focusPoint);
530         }
531         m_wieldmgr->drawAll();
532 }
533
534 void Camera::drawNametags()
535 {
536         core::matrix4 trans = m_cameranode->getProjectionMatrix();
537         trans *= m_cameranode->getViewMatrix();
538
539         for (std::list<Nametag *>::const_iterator
540                         i = m_nametags.begin();
541                         i != m_nametags.end(); ++i) {
542                 Nametag *nametag = *i;
543                 if (nametag->nametag_color.getAlpha() == 0) {
544                         // Enforce hiding nametag,
545                         // because if freetype is enabled, a grey
546                         // shadow can remain.
547                         continue;
548                 }
549                 v3f pos = nametag->parent_node->getPosition() + v3f(0.0, 1.1 * BS, 0.0);
550                 f32 transformed_pos[4] = { pos.X, pos.Y, pos.Z, 1.0f };
551                 trans.multiplyWith1x4Matrix(transformed_pos);
552                 if (transformed_pos[3] > 0) {
553                         core::dimension2d<u32> textsize =
554                                 g_fontengine->getFont()->getDimension(
555                                 utf8_to_wide(nametag->nametag_text).c_str());
556                         f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
557                                 core::reciprocal(transformed_pos[3]);
558                         v2u32 screensize = m_driver->getScreenSize();
559                         v2s32 screen_pos;
560                         screen_pos.X = screensize.X *
561                                 (0.5 * transformed_pos[0] * zDiv + 0.5) - textsize.Width / 2;
562                         screen_pos.Y = screensize.Y *
563                                 (0.5 - transformed_pos[1] * zDiv * 0.5) - textsize.Height / 2;
564                         core::rect<s32> size(0, 0, textsize.Width, textsize.Height);
565                         g_fontengine->getFont()->draw(utf8_to_wide(nametag->nametag_text).c_str(),
566                                         size + screen_pos, nametag->nametag_color);
567                 }
568         }
569 }
570
571 Nametag *Camera::addNametag(scene::ISceneNode *parent_node,
572                 std::string nametag_text, video::SColor nametag_color)
573 {
574         Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color);
575         m_nametags.push_back(nametag);
576         return nametag;
577 }
578
579 void Camera::removeNametag(Nametag *nametag)
580 {
581         m_nametags.remove(nametag);
582         delete nametag;
583 }