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/client/camera.cpp | 658 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 658 insertions(+) create mode 100644 src/client/camera.cpp (limited to 'src/client/camera.cpp') diff --git a/src/client/camera.cpp b/src/client/camera.cpp new file mode 100644 index 000000000..1bbdb56ea --- /dev/null +++ b/src/client/camera.cpp @@ -0,0 +1,658 @@ +/* +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