3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
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.
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.
24 #include "clientmap.h" // MapDrawControl
27 #include "client/renderingengine.h"
29 #include "wieldmesh.h"
30 #include "noise.h" // easeCurve
34 #include "util/numeric.h"
35 #include "constants.h"
36 #include "fontengine.h"
37 #include "script/scripting_client.h"
39 #define CAMERA_OFFSET_STEP 200
41 Camera::Camera(MapDrawControl &draw_control, Client *client):
42 m_draw_control(draw_control),
45 scene::ISceneManager *smgr = RenderingEngine::get_scene_manager();
46 // note: making the camera node a child of the player node
47 // would lead to unexpected behaviour, so we don't do that.
48 m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
49 m_headnode = smgr->addEmptySceneNode(m_playernode);
50 m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
51 m_cameranode->bindTargetAndRotation(true);
53 // This needs to be in its own scene manager. It is drawn after
54 // all other 3D scene nodes and before the GUI.
55 m_wieldmgr = smgr->createNewSceneManager();
56 m_wieldmgr->addCameraSceneNode();
57 m_wieldnode = new WieldMeshSceneNode(m_wieldmgr, -1, false);
58 m_wieldnode->setItem(ItemStack(), m_client);
59 m_wieldnode->drop(); // m_wieldmgr grabbed it
61 /* TODO: Add a callback function so these can be updated when a setting
62 * changes. At this point in time it doesn't matter (e.g. /set
63 * is documented to change server settings only)
65 * TODO: Local caching of settings is not optimal and should at some stage
66 * be updated to use a global settings object for getting thse values
67 * (as opposed to the this local caching). This can be addressed in
70 m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount");
71 m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
72 m_cache_fov = g_settings->getFloat("fov");
73 m_cache_zoom_fov = g_settings->getFloat("zoom_fov");
74 m_arm_inertia = g_settings->getBool("arm_inertia");
83 bool Camera::successfullyCreated(std::string &error_message)
86 error_message = "Failed to create the player scene node";
87 } else if (!m_headnode) {
88 error_message = "Failed to create the head scene node";
89 } else if (!m_cameranode) {
90 error_message = "Failed to create the camera scene node";
91 } else if (!m_wieldmgr) {
92 error_message = "Failed to create the wielded item scene manager";
93 } else if (!m_wieldnode) {
94 error_message = "Failed to create the wielded item scene node";
96 error_message.clear();
99 if (g_settings->getBool("enable_client_modding")) {
100 m_client->getScript()->on_camera_ready(this);
102 return error_message.empty();
105 // Returns the fractional part of x
106 inline f32 my_modf(f32 x)
109 return modf(x, &dummy);
112 void Camera::step(f32 dtime)
114 if(m_view_bobbing_fall > 0)
116 m_view_bobbing_fall -= 3 * dtime;
117 if(m_view_bobbing_fall <= 0)
118 m_view_bobbing_fall = -1; // Mark the effect as finished
121 bool was_under_zero = m_wield_change_timer < 0;
122 m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
124 if (m_wield_change_timer >= 0 && was_under_zero)
125 m_wieldnode->setItem(m_wield_item_next, m_client);
127 if (m_view_bobbing_state != 0)
129 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
130 f32 offset = dtime * m_view_bobbing_speed * 0.030;
131 if (m_view_bobbing_state == 2) {
132 // Animation is getting turned off
133 if (m_view_bobbing_anim < 0.25) {
134 m_view_bobbing_anim -= offset;
135 } else if (m_view_bobbing_anim > 0.75) {
136 m_view_bobbing_anim += offset;
139 if (m_view_bobbing_anim < 0.5) {
140 m_view_bobbing_anim += offset;
141 if (m_view_bobbing_anim > 0.5)
142 m_view_bobbing_anim = 0.5;
144 m_view_bobbing_anim -= offset;
145 if (m_view_bobbing_anim < 0.5)
146 m_view_bobbing_anim = 0.5;
149 if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
150 fabs(m_view_bobbing_anim - 0.5) < 0.01) {
151 m_view_bobbing_anim = 0;
152 m_view_bobbing_state = 0;
156 float was = m_view_bobbing_anim;
157 m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
158 bool step = (was == 0 ||
159 (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
160 (was > 0.5f && m_view_bobbing_anim <= 0.5f));
162 MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
163 m_client->event()->put(e);
168 if (m_digging_button != -1)
170 f32 offset = dtime * 3.5;
171 float m_digging_anim_was = m_digging_anim;
172 m_digging_anim += offset;
173 if (m_digging_anim >= 1)
176 m_digging_button = -1;
179 if(m_digging_anim_was < lim && m_digging_anim >= lim)
181 if(m_digging_button == 0)
183 MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
184 m_client->event()->put(e);
185 } else if(m_digging_button == 1) {
186 MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
187 m_client->event()->put(e);
193 static inline v2f dir(const v2f &pos_dist)
195 f32 x = pos_dist.X - 55.0f;
196 f32 y = pos_dist.Y + 35.0f;
198 f32 x_abs = std::fabs(x);
199 f32 y_abs = std::fabs(y);
201 if (x_abs >= y_abs) {
206 if (y_abs >= x_abs) {
211 return v2f(std::fabs(x), std::fabs(y));
214 void Camera::addArmInertia(f32 player_yaw, f32 frametime)
216 m_cam_vel.X = std::fabs((m_last_cam_pos.X - player_yaw) / frametime) * 0.01f;
217 m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / frametime);
219 if (m_cam_vel.X > 1.0f || m_cam_vel.Y > 1.0f) {
221 The arm moves relative to the camera speed,
222 with an acceleration factor.
225 if (m_cam_vel.X > 1.0f) {
226 if (m_cam_vel.X > m_cam_vel_old.X)
227 m_cam_vel_old.X = m_cam_vel.X;
229 if (m_last_cam_pos.X > player_yaw) {
231 m_cam_vel.X -= std::fabs(55.0f - m_wieldmesh_offset.X) * 0.1f;
232 m_wieldmesh_offset.X -= (0.1f + frametime) * m_cam_vel.X;
235 m_cam_vel.X += std::fabs(55.0f - m_wieldmesh_offset.X) * 0.1f;
236 m_wieldmesh_offset.X += (0.1f + frametime) * m_cam_vel.X;
239 if (m_last_cam_pos.X != player_yaw)
240 m_last_cam_pos.X = player_yaw;
242 m_wieldmesh_offset.X = rangelim(m_wieldmesh_offset.X, 48.0f, 62.0f);
245 if (m_cam_vel.Y > 1.0f) {
246 if (m_cam_vel.Y > m_cam_vel_old.Y)
247 m_cam_vel_old.Y = m_cam_vel.Y;
249 if (m_last_cam_pos.Y > m_camera_direction.Y) {
251 m_cam_vel.Y -= std::fabs(-35.0f - m_wieldmesh_offset.Y) * 0.1f;
252 m_wieldmesh_offset.Y += (0.1f + frametime) * m_cam_vel.Y;
255 m_cam_vel.Y += std::fabs(-35.0f - m_wieldmesh_offset.Y) * 0.1f;
256 m_wieldmesh_offset.Y -= (0.1f + frametime) * m_cam_vel.Y;
259 if (m_last_cam_pos.Y != m_camera_direction.Y)
260 m_last_cam_pos.Y = m_camera_direction.Y;
262 m_wieldmesh_offset.Y = rangelim(m_wieldmesh_offset.Y, -45.0f, -30.0f);
265 m_arm_dir = dir(m_wieldmesh_offset);
268 Now the arm gets back to its default position when the camera stops,
269 following a vector, with a smooth deceleration factor.
272 f32 acc_X = (m_cam_vel_old.X * (1.0f + (1.0f - m_arm_dir.X))) /
273 (20.0f / std::fabs(55.0f - m_wieldmesh_offset.X));
274 f32 acc_Y = (m_cam_vel_old.Y * (1.0f + (1.0f - m_arm_dir.Y))) /
275 (15.0f / std::fabs(-35.0f - m_wieldmesh_offset.Y));
277 if (std::fabs(55.0f - m_wieldmesh_offset.X) < 0.1f)
278 m_cam_vel_old.X = 0.0f;
280 if (m_wieldmesh_offset.X > 55.0f)
281 m_wieldmesh_offset.X -= (0.2f + frametime) * acc_X;
283 if (m_wieldmesh_offset.X < 55.0f)
284 m_wieldmesh_offset.X += (0.2f + frametime) * acc_X;
286 if (std::fabs(-35.0f - m_wieldmesh_offset.Y) < 0.1f)
287 m_cam_vel_old.Y = 0.0f;
289 if (m_wieldmesh_offset.Y > -35.0f)
290 m_wieldmesh_offset.Y -= (0.1f + frametime) * acc_Y;
292 if (m_wieldmesh_offset.Y < -35.0f)
293 m_wieldmesh_offset.Y += (0.1f + frametime) * acc_Y;
297 void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
298 f32 tool_reload_ratio, ClientEnvironment &c_env)
300 // Get player position
301 // Smooth the movement when walking up stairs
302 v3f old_player_position = m_playernode->getPosition();
303 v3f player_position = player->getPosition();
304 if (player->isAttached && player->parent)
305 player_position = player->parent->getPosition();
306 //if(player->touching_ground && player_position.Y > old_player_position.Y)
307 if(player->touching_ground &&
308 player_position.Y > old_player_position.Y)
310 f32 oldy = old_player_position.Y;
311 f32 newy = player_position.Y;
312 f32 t = exp(-23*frametime);
313 player_position.Y = oldy * t + newy * (1-t);
316 // Set player node transformation
317 m_playernode->setPosition(player_position);
318 m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
319 m_playernode->updateAbsolutePosition();
321 // Get camera tilt timer (hurt animation)
322 float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
324 // Fall bobbing animation
325 float fall_bobbing = 0;
326 if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
328 if(m_view_bobbing_fall == -1) // Effect took place and has finished
329 player->camera_impact = m_view_bobbing_fall = 0;
330 else if(m_view_bobbing_fall == 0) // Initialize effect
331 m_view_bobbing_fall = 1;
333 // Convert 0 -> 1 to 0 -> 1 -> 0
334 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
335 // Smoothen and invert the above
336 fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
337 // Amplify according to the intensity of the impact
338 fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
340 fall_bobbing *= m_cache_fall_bobbing_amount;
343 // Calculate players eye offset for different camera modes
344 v3f PlayerEyeOffset = player->getEyeOffset();
345 if (m_camera_mode == CAMERA_MODE_FIRST)
346 PlayerEyeOffset += player->eye_offset_first;
348 PlayerEyeOffset += player->eye_offset_third;
350 // Set head node transformation
351 m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
352 m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
353 m_headnode->updateAbsolutePosition();
355 // Compute relative camera position and target
356 v3f rel_cam_pos = v3f(0,0,0);
357 v3f rel_cam_target = v3f(0,0,1);
358 v3f rel_cam_up = v3f(0,1,0);
360 if (m_cache_view_bobbing_amount != 0.0f && m_view_bobbing_anim != 0.0f &&
361 m_camera_mode < CAMERA_MODE_THIRD) {
362 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
363 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
367 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
368 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
371 0.3 * bobdir * sin(bobfrac * M_PI),
372 -0.28 * bobtmp * bobtmp,
375 //rel_cam_pos += 0.2 * bobvec;
376 //rel_cam_target += 0.03 * bobvec;
377 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
379 f *= m_cache_view_bobbing_amount;
380 rel_cam_pos += bobvec * f;
381 //rel_cam_target += 0.995 * bobvec * f;
382 rel_cam_target += bobvec * f;
383 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
384 //rel_cam_target.X -= 0.005 * bobvec.X * f;
385 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
386 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
388 f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
389 f32 angle_rad = angle_deg * M_PI / 180;
393 r * (cos(angle_rad) - 1),
396 //rel_cam_target += off;
397 rel_cam_up.rotateXYBy(angle_deg);
402 // Compute absolute camera position and target
403 m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
404 m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
407 m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
409 // Seperate camera position for calculation
410 v3f my_cp = m_camera_position;
412 // Reposition the camera for third person view
413 if (m_camera_mode > CAMERA_MODE_FIRST)
415 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
416 m_camera_direction *= -1;
420 // Calculate new position
422 for (int i = BS; i <= BS*2.75; i++)
424 my_cp.X = m_camera_position.X + m_camera_direction.X*-i;
425 my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i;
427 my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
429 // Prevent camera positioned inside nodes
430 INodeDefManager *nodemgr = m_client->ndef();
431 MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
432 const ContentFeatures& features = nodemgr->get(n);
433 if(features.walkable)
435 my_cp.X += m_camera_direction.X*-1*-BS/2;
436 my_cp.Z += m_camera_direction.Z*-1*-BS/2;
437 my_cp.Y += m_camera_direction.Y*-1*-BS/2;
443 // If node blocks camera position don't move y to heigh
444 if (abort && my_cp.Y > player_position.Y+BS*2)
445 my_cp.Y = player_position.Y+BS*2;
448 // Update offset if too far away from the center of the map
449 m_camera_offset.X += CAMERA_OFFSET_STEP*
450 (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
451 m_camera_offset.Y += CAMERA_OFFSET_STEP*
452 (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
453 m_camera_offset.Z += CAMERA_OFFSET_STEP*
454 (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
456 // Set camera node transformation
457 m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
458 m_cameranode->setUpVector(abs_cam_up);
459 // *100.0 helps in large map coordinates
460 m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
462 // update the camera position in front-view mode to render blocks behind player
463 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
464 m_camera_position = my_cp;
468 if (player->getPlayerControl().zoom && m_client->checkLocalPrivilege("zoom")) {
469 fov_degrees = m_cache_zoom_fov;
471 fov_degrees = m_cache_fov;
473 fov_degrees = rangelim(fov_degrees, 7.0, 160.0);
475 // FOV and aspect ratio
476 const v2u32 &window_size = RenderingEngine::get_instance()->getWindowSize();
477 m_aspect = (f32) window_size.X / (f32) window_size.Y;
478 m_fov_y = fov_degrees * M_PI / 180.0;
479 // Increase vertical FOV on lower aspect ratios (<16:10)
480 m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
481 m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
482 m_cameranode->setAspectRatio(m_aspect);
483 m_cameranode->setFOV(m_fov_y);
485 if (m_arm_inertia && frametime > 0.0f)
486 addArmInertia(player->getYaw(), frametime);
488 // Position the wielded item
489 //v3f wield_position = v3f(45, -35, 65);
490 v3f wield_position = v3f(m_wieldmesh_offset.X, m_wieldmesh_offset.Y, 65);
491 //v3f wield_rotation = v3f(-100, 120, -100);
492 v3f wield_rotation = v3f(-100, 120, -100);
493 wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
494 if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
497 if(m_digging_anim > 0.5)
498 frac = 2.0 * (m_digging_anim - 0.5);
499 // This value starts from 1 and settles to 0
500 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
501 //f32 ratiothing2 = pow(ratiothing, 0.5f);
502 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
503 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
504 //wield_position.Z += frac * 5.0 * ratiothing2;
505 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
506 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
507 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
508 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
510 if (m_digging_button != -1)
512 f32 digfrac = m_digging_anim;
513 wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
514 wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
515 wield_position.Z += 25 * 0.5;
517 // Euler angles are PURE EVIL, so why not use quaternions?
518 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
519 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
520 core::quaternion quat_slerp;
521 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
522 quat_slerp.toEuler(wield_rotation);
523 wield_rotation *= core::RADTODEG;
525 f32 bobfrac = my_modf(m_view_bobbing_anim);
526 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
527 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
529 m_wieldnode->setPosition(wield_position);
530 m_wieldnode->setRotation(wield_rotation);
532 m_wieldnode->setColor(player->light_color);
534 // Set render distance
535 updateViewingRange();
537 // If the player is walking, swimming, or climbing,
538 // view bobbing is enabled and free_move is off,
539 // start (or continue) the view bobbing animation.
540 v3f speed = player->getSpeed();
541 const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
542 const bool movement_Y = fabs(speed.Y) > BS;
544 const bool walking = movement_XZ && player->touching_ground;
545 const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
546 const bool climbing = movement_Y && player->is_climbing;
547 if ((walking || swimming || climbing) &&
548 (!g_settings->getBool("free_move") || !m_client->checkLocalPrivilege("fly"))) {
550 m_view_bobbing_state = 1;
551 m_view_bobbing_speed = MYMIN(speed.getLength(), 70);
553 else if (m_view_bobbing_state == 1)
556 m_view_bobbing_state = 2;
557 m_view_bobbing_speed = 60;
561 void Camera::updateViewingRange()
563 f32 viewing_range = g_settings->getFloat("viewing_range");
564 m_draw_control.wanted_range = viewing_range;
565 if (m_draw_control.range_all) {
566 m_cameranode->setFarValue(100000.0);
569 m_cameranode->setFarValue((viewing_range < 2000) ? 2000 * BS : viewing_range * BS);
572 void Camera::setDigging(s32 button)
574 if (m_digging_button == -1)
575 m_digging_button = button;
578 void Camera::wield(const ItemStack &item)
580 if (item.name != m_wield_item_next.name ||
581 item.metadata != m_wield_item_next.metadata) {
582 m_wield_item_next = item;
583 if (m_wield_change_timer > 0)
584 m_wield_change_timer = -m_wield_change_timer;
585 else if (m_wield_change_timer == 0)
586 m_wield_change_timer = -0.001;
590 void Camera::drawWieldedTool(irr::core::matrix4* translation)
592 // Clear Z buffer so that the wielded tool stay in front of world geometry
593 m_wieldmgr->getVideoDriver()->clearZBuffer();
595 // Draw the wielded node (in a separate scene manager)
596 scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
597 cam->setAspectRatio(m_cameranode->getAspectRatio());
598 cam->setFOV(72.0*M_PI/180.0);
599 cam->setNearValue(10);
600 cam->setFarValue(1000);
601 if (translation != NULL)
603 irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
604 irr::core::vector3df focusPoint = (cam->getTarget()
605 - cam->getAbsolutePosition()).setLength(1)
606 + cam->getAbsolutePosition();
608 irr::core::vector3df camera_pos =
609 (startMatrix * *translation).getTranslation();
610 cam->setPosition(camera_pos);
611 cam->setTarget(focusPoint);
613 m_wieldmgr->drawAll();
616 void Camera::drawNametags()
618 core::matrix4 trans = m_cameranode->getProjectionMatrix();
619 trans *= m_cameranode->getViewMatrix();
621 for (std::list<Nametag *>::const_iterator
622 i = m_nametags.begin();
623 i != m_nametags.end(); ++i) {
624 Nametag *nametag = *i;
625 if (nametag->nametag_color.getAlpha() == 0) {
626 // Enforce hiding nametag,
627 // because if freetype is enabled, a grey
628 // shadow can remain.
631 v3f pos = nametag->parent_node->getAbsolutePosition() + v3f(0.0, 1.1 * BS, 0.0);
632 f32 transformed_pos[4] = { pos.X, pos.Y, pos.Z, 1.0f };
633 trans.multiplyWith1x4Matrix(transformed_pos);
634 if (transformed_pos[3] > 0) {
635 std::string nametag_colorless = unescape_enriched(nametag->nametag_text);
636 core::dimension2d<u32> textsize =
637 g_fontengine->getFont()->getDimension(
638 utf8_to_wide(nametag_colorless).c_str());
639 f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
640 core::reciprocal(transformed_pos[3]);
641 v2u32 screensize = RenderingEngine::get_video_driver()->getScreenSize();
643 screen_pos.X = screensize.X *
644 (0.5 * transformed_pos[0] * zDiv + 0.5) - textsize.Width / 2;
645 screen_pos.Y = screensize.Y *
646 (0.5 - transformed_pos[1] * zDiv * 0.5) - textsize.Height / 2;
647 core::rect<s32> size(0, 0, textsize.Width, textsize.Height);
648 g_fontengine->getFont()->draw(utf8_to_wide(nametag->nametag_text).c_str(),
649 size + screen_pos, nametag->nametag_color);
654 Nametag *Camera::addNametag(scene::ISceneNode *parent_node,
655 std::string nametag_text, video::SColor nametag_color)
657 Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color);
658 m_nametags.push_back(nametag);
662 void Camera::removeNametag(Nametag *nametag)
664 m_nametags.remove(nametag);