Verify HudSetParams input when hotbar textures are set (#6013)
[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 "sound.h"
31 #include "event.h"
32 #include "profiler.h"
33 #include "util/numeric.h"
34 #include "constants.h"
35 #include "fontengine.h"
36 #include "script/scripting_client.h"
37
38 #define CAMERA_OFFSET_STEP 200
39
40 #include "nodedef.h"
41
42 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
43                 Client *client):
44         m_draw_control(draw_control),
45         m_client(client)
46 {
47         //dstream<<FUNCTION_NAME<<std::endl;
48
49         m_driver = smgr->getVideoDriver();
50         // note: making the camera node a child of the player node
51         // would lead to unexpected behaviour, so we don't do that.
52         m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
53         m_headnode = smgr->addEmptySceneNode(m_playernode);
54         m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
55         m_cameranode->bindTargetAndRotation(true);
56
57         // This needs to be in its own scene manager. It is drawn after
58         // all other 3D scene nodes and before the GUI.
59         m_wieldmgr = smgr->createNewSceneManager();
60         m_wieldmgr->addCameraSceneNode();
61         m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, false);
62         m_wieldnode->setItem(ItemStack(), m_client);
63         m_wieldnode->drop(); // m_wieldmgr grabbed it
64
65         /* TODO: Add a callback function so these can be updated when a setting
66          *       changes.  At this point in time it doesn't matter (e.g. /set
67          *       is documented to change server settings only)
68          *
69          * TODO: Local caching of settings is not optimal and should at some stage
70          *       be updated to use a global settings object for getting thse values
71          *       (as opposed to the this local caching). This can be addressed in
72          *       a later release.
73          */
74         m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount");
75         m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
76         m_cache_fov                 = g_settings->getFloat("fov");
77         m_cache_zoom_fov            = g_settings->getFloat("zoom_fov");
78         m_nametags.clear();
79 }
80
81 Camera::~Camera()
82 {
83         m_wieldmgr->drop();
84 }
85
86 bool Camera::successfullyCreated(std::string &error_message)
87 {
88         if (!m_playernode) {
89                 error_message = "Failed to create the player scene node";
90         } else if (!m_headnode) {
91                 error_message = "Failed to create the head scene node";
92         } else if (!m_cameranode) {
93                 error_message = "Failed to create the camera scene node";
94         } else if (!m_wieldmgr) {
95                 error_message = "Failed to create the wielded item scene manager";
96         } else if (!m_wieldnode) {
97                 error_message = "Failed to create the wielded item scene node";
98         } else {
99                 error_message.clear();
100         }
101         
102         if (g_settings->getBool("enable_client_modding")) {
103                 m_client->getScript()->on_camera_ready(this);
104         }
105         return error_message.empty();
106 }
107
108 // Returns the fractional part of x
109 inline f32 my_modf(f32 x)
110 {
111         double dummy;
112         return modf(x, &dummy);
113 }
114
115 void Camera::step(f32 dtime)
116 {
117         if(m_view_bobbing_fall > 0)
118         {
119                 m_view_bobbing_fall -= 3 * dtime;
120                 if(m_view_bobbing_fall <= 0)
121                         m_view_bobbing_fall = -1; // Mark the effect as finished
122         }
123
124         bool was_under_zero = m_wield_change_timer < 0;
125         m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
126
127         if (m_wield_change_timer >= 0 && was_under_zero)
128                 m_wieldnode->setItem(m_wield_item_next, m_client);
129
130         if (m_view_bobbing_state != 0)
131         {
132                 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
133                 f32 offset = dtime * m_view_bobbing_speed * 0.030;
134                 if (m_view_bobbing_state == 2) {
135                         // Animation is getting turned off
136                         if (m_view_bobbing_anim < 0.25) {
137                                 m_view_bobbing_anim -= offset;
138                         } else if (m_view_bobbing_anim > 0.75) {
139                                 m_view_bobbing_anim += offset;
140                         }
141
142                         if (m_view_bobbing_anim < 0.5) {
143                                 m_view_bobbing_anim += offset;
144                                 if (m_view_bobbing_anim > 0.5)
145                                         m_view_bobbing_anim = 0.5;
146                         } else {
147                                 m_view_bobbing_anim -= offset;
148                                 if (m_view_bobbing_anim < 0.5)
149                                         m_view_bobbing_anim = 0.5;
150                         }
151
152                         if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
153                                         fabs(m_view_bobbing_anim - 0.5) < 0.01) {
154                                 m_view_bobbing_anim = 0;
155                                 m_view_bobbing_state = 0;
156                         }
157                 }
158                 else {
159                         float was = m_view_bobbing_anim;
160                         m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
161                         bool step = (was == 0 ||
162                                         (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
163                                         (was > 0.5f && m_view_bobbing_anim <= 0.5f));
164                         if(step) {
165                                 MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
166                                 m_client->event()->put(e);
167                         }
168                 }
169         }
170
171         if (m_digging_button != -1)
172         {
173                 f32 offset = dtime * 3.5;
174                 float m_digging_anim_was = m_digging_anim;
175                 m_digging_anim += offset;
176                 if (m_digging_anim >= 1)
177                 {
178                         m_digging_anim = 0;
179                         m_digging_button = -1;
180                 }
181                 float lim = 0.15;
182                 if(m_digging_anim_was < lim && m_digging_anim >= lim)
183                 {
184                         if(m_digging_button == 0)
185                         {
186                                 MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
187                                 m_client->event()->put(e);
188                         } else if(m_digging_button == 1) {
189                                 MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
190                                 m_client->event()->put(e);
191                         }
192                 }
193         }
194 }
195
196 void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
197                 f32 tool_reload_ratio, ClientEnvironment &c_env)
198 {
199         // Get player position
200         // Smooth the movement when walking up stairs
201         v3f old_player_position = m_playernode->getPosition();
202         v3f player_position = player->getPosition();
203         if (player->isAttached && player->parent)
204                 player_position = player->parent->getPosition();
205         //if(player->touching_ground && player_position.Y > old_player_position.Y)
206         if(player->touching_ground &&
207                         player_position.Y > old_player_position.Y)
208         {
209                 f32 oldy = old_player_position.Y;
210                 f32 newy = player_position.Y;
211                 f32 t = exp(-23*frametime);
212                 player_position.Y = oldy * t + newy * (1-t);
213         }
214
215         // Set player node transformation
216         m_playernode->setPosition(player_position);
217         m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
218         m_playernode->updateAbsolutePosition();
219
220         // Get camera tilt timer (hurt animation)
221         float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
222
223         // Fall bobbing animation
224         float fall_bobbing = 0;
225         if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
226         {
227                 if(m_view_bobbing_fall == -1) // Effect took place and has finished
228                         player->camera_impact = m_view_bobbing_fall = 0;
229                 else if(m_view_bobbing_fall == 0) // Initialize effect
230                         m_view_bobbing_fall = 1;
231
232                 // Convert 0 -> 1 to 0 -> 1 -> 0
233                 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
234                 // Smoothen and invert the above
235                 fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
236                 // Amplify according to the intensity of the impact
237                 fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
238
239                 fall_bobbing *= m_cache_fall_bobbing_amount;
240         }
241
242         // Calculate players eye offset for different camera modes
243         v3f PlayerEyeOffset = player->getEyeOffset();
244         if (m_camera_mode == CAMERA_MODE_FIRST)
245                 PlayerEyeOffset += player->eye_offset_first;
246         else
247                 PlayerEyeOffset += player->eye_offset_third;
248
249         // Set head node transformation
250         m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
251         m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
252         m_headnode->updateAbsolutePosition();
253
254         // Compute relative camera position and target
255         v3f rel_cam_pos = v3f(0,0,0);
256         v3f rel_cam_target = v3f(0,0,1);
257         v3f rel_cam_up = v3f(0,1,0);
258
259         if (m_cache_view_bobbing_amount != 0.0f && m_view_bobbing_anim != 0.0f &&
260                 m_camera_mode < CAMERA_MODE_THIRD) {
261                 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
262                 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
263
264                 #if 1
265                 f32 bobknob = 1.2;
266                 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
267                 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
268
269                 v3f bobvec = v3f(
270                         0.3 * bobdir * sin(bobfrac * M_PI),
271                         -0.28 * bobtmp * bobtmp,
272                         0.);
273
274                 //rel_cam_pos += 0.2 * bobvec;
275                 //rel_cam_target += 0.03 * bobvec;
276                 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
277                 float f = 1.0;
278                 f *= m_cache_view_bobbing_amount;
279                 rel_cam_pos += bobvec * f;
280                 //rel_cam_target += 0.995 * bobvec * f;
281                 rel_cam_target += bobvec * f;
282                 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
283                 //rel_cam_target.X -= 0.005 * bobvec.X * f;
284                 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
285                 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
286                 #else
287                 f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
288                 f32 angle_rad = angle_deg * M_PI / 180;
289                 f32 r = 0.05;
290                 v3f off = v3f(
291                         r * sin(angle_rad),
292                         r * (cos(angle_rad) - 1),
293                         0);
294                 rel_cam_pos += off;
295                 //rel_cam_target += off;
296                 rel_cam_up.rotateXYBy(angle_deg);
297                 #endif
298
299         }
300
301         // Compute absolute camera position and target
302         m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
303         m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
304
305         v3f abs_cam_up;
306         m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
307
308         // Seperate camera position for calculation
309         v3f my_cp = m_camera_position;
310
311         // Reposition the camera for third person view
312         if (m_camera_mode > CAMERA_MODE_FIRST)
313         {
314                 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
315                         m_camera_direction *= -1;
316
317                 my_cp.Y += 2;
318
319                 // Calculate new position
320                 bool abort = false;
321                 for (int i = BS; i <= BS*2.75; i++)
322                 {
323                         my_cp.X = m_camera_position.X + m_camera_direction.X*-i;
324                         my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i;
325                         if (i > 12)
326                                 my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
327
328                         // Prevent camera positioned inside nodes
329                         INodeDefManager *nodemgr = m_client->ndef();
330                         MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
331                         const ContentFeatures& features = nodemgr->get(n);
332                         if(features.walkable)
333                         {
334                                 my_cp.X += m_camera_direction.X*-1*-BS/2;
335                                 my_cp.Z += m_camera_direction.Z*-1*-BS/2;
336                                 my_cp.Y += m_camera_direction.Y*-1*-BS/2;
337                                 abort = true;
338                                 break;
339                         }
340                 }
341
342                 // If node blocks camera position don't move y to heigh
343                 if (abort && my_cp.Y > player_position.Y+BS*2)
344                         my_cp.Y = player_position.Y+BS*2;
345         }
346
347         // Update offset if too far away from the center of the map
348         m_camera_offset.X += CAMERA_OFFSET_STEP*
349                         (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
350         m_camera_offset.Y += CAMERA_OFFSET_STEP*
351                         (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
352         m_camera_offset.Z += CAMERA_OFFSET_STEP*
353                         (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
354
355         // Set camera node transformation
356         m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
357         m_cameranode->setUpVector(abs_cam_up);
358         // *100.0 helps in large map coordinates
359         m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
360
361         // update the camera position in front-view mode to render blocks behind player
362         if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
363                 m_camera_position = my_cp;
364
365         // Get FOV
366         f32 fov_degrees;
367         if (player->getPlayerControl().zoom && m_client->checkLocalPrivilege("zoom")) {
368                 fov_degrees = m_cache_zoom_fov;
369         } else {
370                 fov_degrees = m_cache_fov;
371         }
372         fov_degrees = rangelim(fov_degrees, 7.0, 160.0);
373
374         // FOV and aspect ratio
375         m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().Y;
376         m_fov_y = fov_degrees * M_PI / 180.0;
377         // Increase vertical FOV on lower aspect ratios (<16:10)
378         m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
379         m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
380         m_cameranode->setAspectRatio(m_aspect);
381         m_cameranode->setFOV(m_fov_y);
382
383         float wieldmesh_offset_Y = -35 + player->getPitch() * 0.05;
384         wieldmesh_offset_Y = rangelim(wieldmesh_offset_Y, -52, -32);
385
386         // Position the wielded item
387         //v3f wield_position = v3f(45, -35, 65);
388         v3f wield_position = v3f(55, wieldmesh_offset_Y, 65);
389         //v3f wield_rotation = v3f(-100, 120, -100);
390         v3f wield_rotation = v3f(-100, 120, -100);
391         wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
392         if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
393         {
394                 f32 frac = 1.0;
395                 if(m_digging_anim > 0.5)
396                         frac = 2.0 * (m_digging_anim - 0.5);
397                 // This value starts from 1 and settles to 0
398                 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
399                 //f32 ratiothing2 = pow(ratiothing, 0.5f);
400                 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
401                 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
402                 //wield_position.Z += frac * 5.0 * ratiothing2;
403                 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
404                 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
405                 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
406                 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
407         }
408         if (m_digging_button != -1)
409         {
410                 f32 digfrac = m_digging_anim;
411                 wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
412                 wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
413                 wield_position.Z += 25 * 0.5;
414
415                 // Euler angles are PURE EVIL, so why not use quaternions?
416                 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
417                 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
418                 core::quaternion quat_slerp;
419                 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
420                 quat_slerp.toEuler(wield_rotation);
421                 wield_rotation *= core::RADTODEG;
422         } else {
423                 f32 bobfrac = my_modf(m_view_bobbing_anim);
424                 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
425                 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
426         }
427         m_wieldnode->setPosition(wield_position);
428         m_wieldnode->setRotation(wield_rotation);
429
430         m_wieldnode->setColor(player->light_color);
431
432         // Set render distance
433         updateViewingRange();
434
435         // If the player is walking, swimming, or climbing,
436         // view bobbing is enabled and free_move is off,
437         // start (or continue) the view bobbing animation.
438         v3f speed = player->getSpeed();
439         const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
440         const bool movement_Y = fabs(speed.Y) > BS;
441
442         const bool walking = movement_XZ && player->touching_ground;
443         const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
444         const bool climbing = movement_Y && player->is_climbing;
445         if ((walking || swimming || climbing) &&
446                         (!g_settings->getBool("free_move") || !m_client->checkLocalPrivilege("fly"))) {
447                 // Start animation
448                 m_view_bobbing_state = 1;
449                 m_view_bobbing_speed = MYMIN(speed.getLength(), 70);
450         }
451         else if (m_view_bobbing_state == 1)
452         {
453                 // Stop animation
454                 m_view_bobbing_state = 2;
455                 m_view_bobbing_speed = 60;
456         }
457 }
458
459 void Camera::updateViewingRange()
460 {
461         f32 viewing_range = g_settings->getFloat("viewing_range");
462         m_draw_control.wanted_range = viewing_range;
463         if (m_draw_control.range_all) {
464                 m_cameranode->setFarValue(100000.0);
465                 return;
466         }
467         m_cameranode->setFarValue((viewing_range < 2000) ? 2000 * BS : viewing_range * BS);
468 }
469
470 void Camera::setDigging(s32 button)
471 {
472         if (m_digging_button == -1)
473                 m_digging_button = button;
474 }
475
476 void Camera::wield(const ItemStack &item)
477 {
478         if (item.name != m_wield_item_next.name ||
479                         item.metadata != m_wield_item_next.metadata) {
480                 m_wield_item_next = item;
481                 if (m_wield_change_timer > 0)
482                         m_wield_change_timer = -m_wield_change_timer;
483                 else if (m_wield_change_timer == 0)
484                         m_wield_change_timer = -0.001;
485         }
486 }
487
488 void Camera::drawWieldedTool(irr::core::matrix4* translation)
489 {
490         // Clear Z buffer so that the wielded tool stay in front of world geometry
491         m_wieldmgr->getVideoDriver()->clearZBuffer();
492
493         // Draw the wielded node (in a separate scene manager)
494         scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
495         cam->setAspectRatio(m_cameranode->getAspectRatio());
496         cam->setFOV(72.0*M_PI/180.0);
497         cam->setNearValue(10);
498         cam->setFarValue(1000);
499         if (translation != NULL)
500         {
501                 irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
502                 irr::core::vector3df focusPoint = (cam->getTarget()
503                                 - cam->getAbsolutePosition()).setLength(1)
504                                 + cam->getAbsolutePosition();
505
506                 irr::core::vector3df camera_pos =
507                                 (startMatrix * *translation).getTranslation();
508                 cam->setPosition(camera_pos);
509                 cam->setTarget(focusPoint);
510         }
511         m_wieldmgr->drawAll();
512 }
513
514 void Camera::drawNametags()
515 {
516         core::matrix4 trans = m_cameranode->getProjectionMatrix();
517         trans *= m_cameranode->getViewMatrix();
518
519         for (std::list<Nametag *>::const_iterator
520                         i = m_nametags.begin();
521                         i != m_nametags.end(); ++i) {
522                 Nametag *nametag = *i;
523                 if (nametag->nametag_color.getAlpha() == 0) {
524                         // Enforce hiding nametag,
525                         // because if freetype is enabled, a grey
526                         // shadow can remain.
527                         continue;
528                 }
529                 v3f pos = nametag->parent_node->getAbsolutePosition() + v3f(0.0, 1.1 * BS, 0.0);
530                 f32 transformed_pos[4] = { pos.X, pos.Y, pos.Z, 1.0f };
531                 trans.multiplyWith1x4Matrix(transformed_pos);
532                 if (transformed_pos[3] > 0) {
533                         std::string nametag_colorless = unescape_enriched(nametag->nametag_text);
534                         core::dimension2d<u32> textsize =
535                                 g_fontengine->getFont()->getDimension(
536                                 utf8_to_wide(nametag_colorless).c_str());
537                         f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
538                                 core::reciprocal(transformed_pos[3]);
539                         v2u32 screensize = m_driver->getScreenSize();
540                         v2s32 screen_pos;
541                         screen_pos.X = screensize.X *
542                                 (0.5 * transformed_pos[0] * zDiv + 0.5) - textsize.Width / 2;
543                         screen_pos.Y = screensize.Y *
544                                 (0.5 - transformed_pos[1] * zDiv * 0.5) - textsize.Height / 2;
545                         core::rect<s32> size(0, 0, textsize.Width, textsize.Height);
546                         g_fontengine->getFont()->draw(utf8_to_wide(nametag->nametag_text).c_str(),
547                                         size + screen_pos, nametag->nametag_color);
548                 }
549         }
550 }
551
552 Nametag *Camera::addNametag(scene::ISceneNode *parent_node,
553                 std::string nametag_text, video::SColor nametag_color)
554 {
555         Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color);
556         m_nametags.push_back(nametag);
557         return nametag;
558 }
559
560 void Camera::removeNametag(Nametag *nametag)
561 {
562         m_nametags.remove(nametag);
563         delete nametag;
564 }