From 5f1cd555cd9d1c64426e173b30b5b792d211c835 Mon Sep 17 00:00:00 2001 From: Quentin Bazin Date: Wed, 28 Nov 2018 20:01:49 +0100 Subject: Move client-specific files to 'src/client' (#7902) Update Android.mk Remove 'src/client' from include_directories --- src/camera.cpp | 658 --------------------------------------------------------- 1 file changed, 658 deletions(-) delete mode 100644 src/camera.cpp (limited to 'src/camera.cpp') diff --git a/src/camera.cpp b/src/camera.cpp deleted file mode 100644 index 1bbdb56ea..000000000 --- a/src/camera.cpp +++ /dev/null @@ -1,658 +0,0 @@ -/* -Minetest -Copyright (C) 2010-2013 celeron55, Perttu Ahola - -This program is free software; you can redistribute it and/or modify -it under the terms of the GNU Lesser General Public License as published by -the Free Software Foundation; either version 2.1 of the License, or -(at your option) any later version. - -This program is distributed in the hope that it will be useful, -but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -GNU Lesser General Public License for more details. - -You should have received a copy of the GNU Lesser General Public License along -with this program; if not, write to the Free Software Foundation, Inc., -51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. -*/ - -#include "camera.h" -#include "debug.h" -#include "client.h" -#include "map.h" -#include "clientmap.h" // MapDrawControl -#include "player.h" -#include -#include "client/renderingengine.h" -#include "settings.h" -#include "wieldmesh.h" -#include "noise.h" // easeCurve -#include "sound.h" -#include "event.h" -#include "nodedef.h" -#include "util/numeric.h" -#include "constants.h" -#include "fontengine.h" -#include "script/scripting_client.h" - -#define CAMERA_OFFSET_STEP 200 -#define WIELDMESH_OFFSET_X 55.0f -#define WIELDMESH_OFFSET_Y -35.0f - -Camera::Camera(MapDrawControl &draw_control, Client *client): - m_draw_control(draw_control), - m_client(client) -{ - scene::ISceneManager *smgr = RenderingEngine::get_scene_manager(); - // note: making the camera node a child of the player node - // would lead to unexpected behaviour, so we don't do that. - m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode()); - m_headnode = smgr->addEmptySceneNode(m_playernode); - m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode()); - m_cameranode->bindTargetAndRotation(true); - - // This needs to be in its own scene manager. It is drawn after - // all other 3D scene nodes and before the GUI. - m_wieldmgr = smgr->createNewSceneManager(); - m_wieldmgr->addCameraSceneNode(); - m_wieldnode = new WieldMeshSceneNode(m_wieldmgr, -1, false); - m_wieldnode->setItem(ItemStack(), m_client); - m_wieldnode->drop(); // m_wieldmgr grabbed it - - /* TODO: Add a callback function so these can be updated when a setting - * changes. At this point in time it doesn't matter (e.g. /set - * is documented to change server settings only) - * - * TODO: Local caching of settings is not optimal and should at some stage - * be updated to use a global settings object for getting thse values - * (as opposed to the this local caching). This can be addressed in - * a later release. - */ - m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount"); - m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount"); - // 45 degrees is the lowest FOV that doesn't cause the server to treat this - // as a zoom FOV and load world beyond the set server limits. - m_cache_fov = std::fmax(g_settings->getFloat("fov"), 45.0f); - m_arm_inertia = g_settings->getBool("arm_inertia"); - m_nametags.clear(); -} - -Camera::~Camera() -{ - m_wieldmgr->drop(); -} - -bool Camera::successfullyCreated(std::string &error_message) -{ - if (!m_playernode) { - error_message = "Failed to create the player scene node"; - } else if (!m_headnode) { - error_message = "Failed to create the head scene node"; - } else if (!m_cameranode) { - error_message = "Failed to create the camera scene node"; - } else if (!m_wieldmgr) { - error_message = "Failed to create the wielded item scene manager"; - } else if (!m_wieldnode) { - error_message = "Failed to create the wielded item scene node"; - } else { - error_message.clear(); - } - - if (g_settings->getBool("enable_client_modding")) { - m_client->getScript()->on_camera_ready(this); - } - return error_message.empty(); -} - -// Returns the fractional part of x -inline f32 my_modf(f32 x) -{ - double dummy; - return modf(x, &dummy); -} - -void Camera::step(f32 dtime) -{ - if(m_view_bobbing_fall > 0) - { - m_view_bobbing_fall -= 3 * dtime; - if(m_view_bobbing_fall <= 0) - m_view_bobbing_fall = -1; // Mark the effect as finished - } - - bool was_under_zero = m_wield_change_timer < 0; - m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125); - - if (m_wield_change_timer >= 0 && was_under_zero) - m_wieldnode->setItem(m_wield_item_next, m_client); - - if (m_view_bobbing_state != 0) - { - //f32 offset = dtime * m_view_bobbing_speed * 0.035; - f32 offset = dtime * m_view_bobbing_speed * 0.030; - if (m_view_bobbing_state == 2) { - // Animation is getting turned off - if (m_view_bobbing_anim < 0.25) { - m_view_bobbing_anim -= offset; - } else if (m_view_bobbing_anim > 0.75) { - m_view_bobbing_anim += offset; - } - - if (m_view_bobbing_anim < 0.5) { - m_view_bobbing_anim += offset; - if (m_view_bobbing_anim > 0.5) - m_view_bobbing_anim = 0.5; - } else { - m_view_bobbing_anim -= offset; - if (m_view_bobbing_anim < 0.5) - m_view_bobbing_anim = 0.5; - } - - if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 || - fabs(m_view_bobbing_anim - 0.5) < 0.01) { - m_view_bobbing_anim = 0; - m_view_bobbing_state = 0; - } - } - else { - float was = m_view_bobbing_anim; - m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset); - bool step = (was == 0 || - (was < 0.5f && m_view_bobbing_anim >= 0.5f) || - (was > 0.5f && m_view_bobbing_anim <= 0.5f)); - if(step) { - m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::VIEW_BOBBING_STEP)); - } - } - } - - if (m_digging_button != -1) { - f32 offset = dtime * 3.5f; - float m_digging_anim_was = m_digging_anim; - m_digging_anim += offset; - if (m_digging_anim >= 1) - { - m_digging_anim = 0; - m_digging_button = -1; - } - float lim = 0.15; - if(m_digging_anim_was < lim && m_digging_anim >= lim) - { - if (m_digging_button == 0) { - m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::CAMERA_PUNCH_LEFT)); - } else if(m_digging_button == 1) { - m_client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::CAMERA_PUNCH_RIGHT)); - } - } - } -} - -static inline v2f dir(const v2f &pos_dist) -{ - f32 x = pos_dist.X - WIELDMESH_OFFSET_X; - f32 y = pos_dist.Y - WIELDMESH_OFFSET_Y; - - f32 x_abs = std::fabs(x); - f32 y_abs = std::fabs(y); - - if (x_abs >= y_abs) { - y *= (1.0f / x_abs); - x /= x_abs; - } - - if (y_abs >= x_abs) { - x *= (1.0f / y_abs); - y /= y_abs; - } - - return v2f(std::fabs(x), std::fabs(y)); -} - -void Camera::addArmInertia(f32 player_yaw) -{ - m_cam_vel.X = std::fabs(rangelim(m_last_cam_pos.X - player_yaw, - -100.0f, 100.0f) / 0.016f) * 0.01f; - m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / 0.016f); - f32 gap_X = std::fabs(WIELDMESH_OFFSET_X - m_wieldmesh_offset.X); - f32 gap_Y = std::fabs(WIELDMESH_OFFSET_Y - m_wieldmesh_offset.Y); - - if (m_cam_vel.X > 1.0f || m_cam_vel.Y > 1.0f) { - /* - The arm moves relative to the camera speed, - with an acceleration factor. - */ - - if (m_cam_vel.X > 1.0f) { - if (m_cam_vel.X > m_cam_vel_old.X) - m_cam_vel_old.X = m_cam_vel.X; - - f32 acc_X = 0.12f * (m_cam_vel.X - (gap_X * 0.1f)); - m_wieldmesh_offset.X += m_last_cam_pos.X < player_yaw ? acc_X : -acc_X; - - if (m_last_cam_pos.X != player_yaw) - m_last_cam_pos.X = player_yaw; - - m_wieldmesh_offset.X = rangelim(m_wieldmesh_offset.X, - WIELDMESH_OFFSET_X - 7.0f, WIELDMESH_OFFSET_X + 7.0f); - } - - if (m_cam_vel.Y > 1.0f) { - if (m_cam_vel.Y > m_cam_vel_old.Y) - m_cam_vel_old.Y = m_cam_vel.Y; - - f32 acc_Y = 0.12f * (m_cam_vel.Y - (gap_Y * 0.1f)); - m_wieldmesh_offset.Y += - m_last_cam_pos.Y > m_camera_direction.Y ? acc_Y : -acc_Y; - - if (m_last_cam_pos.Y != m_camera_direction.Y) - m_last_cam_pos.Y = m_camera_direction.Y; - - m_wieldmesh_offset.Y = rangelim(m_wieldmesh_offset.Y, - WIELDMESH_OFFSET_Y - 10.0f, WIELDMESH_OFFSET_Y + 5.0f); - } - - m_arm_dir = dir(m_wieldmesh_offset); - } else { - /* - Now the arm gets back to its default position when the camera stops, - following a vector, with a smooth deceleration factor. - */ - - f32 dec_X = 0.12f * (m_cam_vel_old.X * (1.0f + - (1.0f - m_arm_dir.X))) * (gap_X / 20.0f); - - f32 dec_Y = 0.06f * (m_cam_vel_old.Y * (1.0f + - (1.0f - m_arm_dir.Y))) * (gap_Y / 15.0f); - - if (gap_X < 0.1f) - m_cam_vel_old.X = 0.0f; - - m_wieldmesh_offset.X -= - m_wieldmesh_offset.X > WIELDMESH_OFFSET_X ? dec_X : -dec_X; - - if (gap_Y < 0.1f) - m_cam_vel_old.Y = 0.0f; - - m_wieldmesh_offset.Y -= - m_wieldmesh_offset.Y > WIELDMESH_OFFSET_Y ? dec_Y : -dec_Y; - } -} - -void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_reload_ratio) -{ - // Get player position - // Smooth the movement when walking up stairs - v3f old_player_position = m_playernode->getPosition(); - v3f player_position = player->getPosition(); - if (player->isAttached && player->parent) - player_position = player->parent->getPosition(); - //if(player->touching_ground && player_position.Y > old_player_position.Y) - if(player->touching_ground && - player_position.Y > old_player_position.Y) - { - f32 oldy = old_player_position.Y; - f32 newy = player_position.Y; - f32 t = std::exp(-23 * frametime); - player_position.Y = oldy * t + newy * (1-t); - } - - // Set player node transformation - m_playernode->setPosition(player_position); - m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0)); - m_playernode->updateAbsolutePosition(); - - // Get camera tilt timer (hurt animation) - float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75); - - // Fall bobbing animation - float fall_bobbing = 0; - if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD) - { - if(m_view_bobbing_fall == -1) // Effect took place and has finished - player->camera_impact = m_view_bobbing_fall = 0; - else if(m_view_bobbing_fall == 0) // Initialize effect - m_view_bobbing_fall = 1; - - // Convert 0 -> 1 to 0 -> 1 -> 0 - fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1; - // Smoothen and invert the above - fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1; - // Amplify according to the intensity of the impact - fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5; - - fall_bobbing *= m_cache_fall_bobbing_amount; - } - - // Calculate players eye offset for different camera modes - v3f PlayerEyeOffset = player->getEyeOffset(); - if (m_camera_mode == CAMERA_MODE_FIRST) - PlayerEyeOffset += player->eye_offset_first; - else - PlayerEyeOffset += player->eye_offset_third; - - // Set head node transformation - m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0)); - m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength)); - m_headnode->updateAbsolutePosition(); - - // Compute relative camera position and target - v3f rel_cam_pos = v3f(0,0,0); - v3f rel_cam_target = v3f(0,0,1); - v3f rel_cam_up = v3f(0,1,0); - - if (m_cache_view_bobbing_amount != 0.0f && m_view_bobbing_anim != 0.0f && - m_camera_mode < CAMERA_MODE_THIRD) { - f32 bobfrac = my_modf(m_view_bobbing_anim * 2); - f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0; - - #if 1 - f32 bobknob = 1.2; - f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI); - //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI); - - v3f bobvec = v3f( - 0.3 * bobdir * sin(bobfrac * M_PI), - -0.28 * bobtmp * bobtmp, - 0.); - - //rel_cam_pos += 0.2 * bobvec; - //rel_cam_target += 0.03 * bobvec; - //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI); - float f = 1.0; - f *= m_cache_view_bobbing_amount; - rel_cam_pos += bobvec * f; - //rel_cam_target += 0.995 * bobvec * f; - rel_cam_target += bobvec * f; - rel_cam_target.Z -= 0.005 * bobvec.Z * f; - //rel_cam_target.X -= 0.005 * bobvec.X * f; - //rel_cam_target.Y -= 0.005 * bobvec.Y * f; - rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f); - #else - f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI); - f32 angle_rad = angle_deg * M_PI / 180; - f32 r = 0.05; - v3f off = v3f( - r * sin(angle_rad), - r * (cos(angle_rad) - 1), - 0); - rel_cam_pos += off; - //rel_cam_target += off; - rel_cam_up.rotateXYBy(angle_deg); - #endif - - } - - // Compute absolute camera position and target - m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos); - m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos); - - v3f abs_cam_up; - m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up); - - // Seperate camera position for calculation - v3f my_cp = m_camera_position; - - // Reposition the camera for third person view - if (m_camera_mode > CAMERA_MODE_FIRST) - { - if (m_camera_mode == CAMERA_MODE_THIRD_FRONT) - m_camera_direction *= -1; - - my_cp.Y += 2; - - // Calculate new position - bool abort = false; - for (int i = BS; i <= BS * 2.75; i++) { - my_cp.X = m_camera_position.X + m_camera_direction.X * -i; - my_cp.Z = m_camera_position.Z + m_camera_direction.Z * -i; - if (i > 12) - my_cp.Y = m_camera_position.Y + (m_camera_direction.Y * -i); - - // Prevent camera positioned inside nodes - const NodeDefManager *nodemgr = m_client->ndef(); - MapNode n = m_client->getEnv().getClientMap() - .getNodeNoEx(floatToInt(my_cp, BS)); - - const ContentFeatures& features = nodemgr->get(n); - if (features.walkable) { - my_cp.X += m_camera_direction.X*-1*-BS/2; - my_cp.Z += m_camera_direction.Z*-1*-BS/2; - my_cp.Y += m_camera_direction.Y*-1*-BS/2; - abort = true; - break; - } - } - - // If node blocks camera position don't move y to heigh - if (abort && my_cp.Y > player_position.Y+BS*2) - my_cp.Y = player_position.Y+BS*2; - } - - // Update offset if too far away from the center of the map - m_camera_offset.X += CAMERA_OFFSET_STEP* - (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP); - m_camera_offset.Y += CAMERA_OFFSET_STEP* - (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP); - m_camera_offset.Z += CAMERA_OFFSET_STEP* - (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP); - - // Set camera node transformation - m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS)); - m_cameranode->setUpVector(abs_cam_up); - // *100.0 helps in large map coordinates - m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction); - - // update the camera position in third-person mode to render blocks behind player - // and correctly apply liquid post FX. - if (m_camera_mode != CAMERA_MODE_FIRST) - m_camera_position = my_cp; - - // Get FOV - f32 fov_degrees; - // Disable zoom with zoom FOV = 0 - if (player->getPlayerControl().zoom && player->getZoomFOV() > 0.001f) { - fov_degrees = player->getZoomFOV(); - } else { - fov_degrees = m_cache_fov; - } - fov_degrees = rangelim(fov_degrees, 1.0f, 160.0f); - - // FOV and aspect ratio - const v2u32 &window_size = RenderingEngine::get_instance()->getWindowSize(); - m_aspect = (f32) window_size.X / (f32) window_size.Y; - m_fov_y = fov_degrees * M_PI / 180.0; - // Increase vertical FOV on lower aspect ratios (<16:10) - m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect))); - m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y)); - m_cameranode->setAspectRatio(m_aspect); - m_cameranode->setFOV(m_fov_y); - - if (m_arm_inertia) - addArmInertia(player->getYaw()); - - // Position the wielded item - //v3f wield_position = v3f(45, -35, 65); - v3f wield_position = v3f(m_wieldmesh_offset.X, m_wieldmesh_offset.Y, 65); - //v3f wield_rotation = v3f(-100, 120, -100); - v3f wield_rotation = v3f(-100, 120, -100); - wield_position.Y += fabs(m_wield_change_timer)*320 - 40; - if(m_digging_anim < 0.05 || m_digging_anim > 0.5) - { - f32 frac = 1.0; - if(m_digging_anim > 0.5) - frac = 2.0 * (m_digging_anim - 0.5); - // This value starts from 1 and settles to 0 - f32 ratiothing = std::pow((1.0f - tool_reload_ratio), 0.5f); - //f32 ratiothing2 = pow(ratiothing, 0.5f); - f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0; - wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f); - //wield_position.Z += frac * 5.0 * ratiothing2; - wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f); - wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f); - //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f); - //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f); - } - if (m_digging_button != -1) - { - f32 digfrac = m_digging_anim; - wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI); - wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI); - wield_position.Z += 25 * 0.5; - - // Euler angles are PURE EVIL, so why not use quaternions? - core::quaternion quat_begin(wield_rotation * core::DEGTORAD); - core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD); - core::quaternion quat_slerp; - quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI)); - quat_slerp.toEuler(wield_rotation); - wield_rotation *= core::RADTODEG; - } else { - f32 bobfrac = my_modf(m_view_bobbing_anim); - wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0; - wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0; - } - m_wieldnode->setPosition(wield_position); - m_wieldnode->setRotation(wield_rotation); - - m_wieldnode->setColor(player->light_color); - - // Set render distance - updateViewingRange(); - - // If the player is walking, swimming, or climbing, - // view bobbing is enabled and free_move is off, - // start (or continue) the view bobbing animation. - const v3f &speed = player->getSpeed(); - const bool movement_XZ = hypot(speed.X, speed.Z) > BS; - const bool movement_Y = fabs(speed.Y) > BS; - - const bool walking = movement_XZ && player->touching_ground; - const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid; - const bool climbing = movement_Y && player->is_climbing; - if ((walking || swimming || climbing) && - (!g_settings->getBool("free_move") || !m_client->checkLocalPrivilege("fly"))) { - // Start animation - m_view_bobbing_state = 1; - m_view_bobbing_speed = MYMIN(speed.getLength(), 70); - } - else if (m_view_bobbing_state == 1) - { - // Stop animation - m_view_bobbing_state = 2; - m_view_bobbing_speed = 60; - } -} - -void Camera::updateViewingRange() -{ - f32 viewing_range = g_settings->getFloat("viewing_range"); - f32 near_plane = g_settings->getFloat("near_plane"); - - m_draw_control.wanted_range = std::fmin(adjustDist(viewing_range, getFovMax()), 4000); - m_cameranode->setNearValue(rangelim(near_plane, 0.0f, 0.5f) * BS); - if (m_draw_control.range_all) { - m_cameranode->setFarValue(100000.0); - return; - } - m_cameranode->setFarValue((viewing_range < 2000) ? 2000 * BS : viewing_range * BS); -} - -void Camera::setDigging(s32 button) -{ - if (m_digging_button == -1) - m_digging_button = button; -} - -void Camera::wield(const ItemStack &item) -{ - if (item.name != m_wield_item_next.name || - item.metadata != m_wield_item_next.metadata) { - m_wield_item_next = item; - if (m_wield_change_timer > 0) - m_wield_change_timer = -m_wield_change_timer; - else if (m_wield_change_timer == 0) - m_wield_change_timer = -0.001; - } -} - -void Camera::drawWieldedTool(irr::core::matrix4* translation) -{ - // Clear Z buffer so that the wielded tool stay in front of world geometry - m_wieldmgr->getVideoDriver()->clearZBuffer(); - - // Draw the wielded node (in a separate scene manager) - scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera(); - cam->setAspectRatio(m_cameranode->getAspectRatio()); - cam->setFOV(72.0*M_PI/180.0); - cam->setNearValue(10); - cam->setFarValue(1000); - if (translation != NULL) - { - irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation(); - irr::core::vector3df focusPoint = (cam->getTarget() - - cam->getAbsolutePosition()).setLength(1) - + cam->getAbsolutePosition(); - - irr::core::vector3df camera_pos = - (startMatrix * *translation).getTranslation(); - cam->setPosition(camera_pos); - cam->setTarget(focusPoint); - } - m_wieldmgr->drawAll(); -} - -void Camera::drawNametags() -{ - core::matrix4 trans = m_cameranode->getProjectionMatrix(); - trans *= m_cameranode->getViewMatrix(); - - for (std::list::const_iterator - i = m_nametags.begin(); - i != m_nametags.end(); ++i) { - Nametag *nametag = *i; - if (nametag->nametag_color.getAlpha() == 0) { - // Enforce hiding nametag, - // because if freetype is enabled, a grey - // shadow can remain. - continue; - } - v3f pos = nametag->parent_node->getAbsolutePosition() + nametag->nametag_pos * BS; - f32 transformed_pos[4] = { pos.X, pos.Y, pos.Z, 1.0f }; - trans.multiplyWith1x4Matrix(transformed_pos); - if (transformed_pos[3] > 0) { - std::wstring nametag_colorless = - unescape_translate(utf8_to_wide(nametag->nametag_text)); - core::dimension2d textsize = - g_fontengine->getFont()->getDimension( - nametag_colorless.c_str()); - f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f : - core::reciprocal(transformed_pos[3]); - v2u32 screensize = RenderingEngine::get_video_driver()->getScreenSize(); - v2s32 screen_pos; - screen_pos.X = screensize.X * - (0.5 * transformed_pos[0] * zDiv + 0.5) - textsize.Width / 2; - screen_pos.Y = screensize.Y * - (0.5 - transformed_pos[1] * zDiv * 0.5) - textsize.Height / 2; - core::rect size(0, 0, textsize.Width, textsize.Height); - g_fontengine->getFont()->draw( - translate_string(utf8_to_wide(nametag->nametag_text)).c_str(), - size + screen_pos, nametag->nametag_color); - } - } -} - -Nametag *Camera::addNametag(scene::ISceneNode *parent_node, - const std::string &nametag_text, video::SColor nametag_color, - const v3f &pos) -{ - Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color, pos); - m_nametags.push_back(nametag); - return nametag; -} - -void Camera::removeNametag(Nametag *nametag) -{ - m_nametags.remove(nametag); - delete nametag; -} -- cgit v1.2.3