/* 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 "config.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 "mtevent.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 #define WIELDMESH_AMPLITUDE_X 7.0f #define WIELDMESH_AMPLITUDE_Y 10.0f Camera::Camera(MapDrawControl &draw_control, Client *client, RenderingEngine *rendering_engine): m_draw_control(draw_control), m_client(client) { auto smgr = rendering_engine->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(); m_show_nametag_backgrounds = g_settings->getBool("show_nametag_backgrounds"); } Camera::~Camera() { m_wieldmgr->drop(); } void Camera::notifyFovChange() { LocalPlayer *player = m_client->getEnv().getLocalPlayer(); assert(player); PlayerFovSpec spec = player->getFov(); /* * Update m_old_fov_degrees first - it serves as the starting point of the * upcoming transition. * * If an FOV transition is already active, mark current FOV as the start of * the new transition. If not, set it to the previous transition's target FOV. */ if (m_fov_transition_active) m_old_fov_degrees = m_curr_fov_degrees; else m_old_fov_degrees = m_server_sent_fov ? m_target_fov_degrees : m_cache_fov; /* * Update m_server_sent_fov next - it corresponds to the target FOV of the * upcoming transition. * * Set it to m_cache_fov, if server-sent FOV is 0. Otherwise check if * server-sent FOV is a multiplier, and multiply it with m_cache_fov instead * of overriding. */ if (spec.fov == 0.0f) { m_server_sent_fov = false; m_target_fov_degrees = m_cache_fov; } else { m_server_sent_fov = true; m_target_fov_degrees = spec.is_multiplier ? m_cache_fov * spec.fov : spec.fov; } if (spec.transition_time > 0.0f) m_fov_transition_active = true; // If FOV smooth transition is active, initialize required variables if (m_fov_transition_active) { m_transition_time = spec.transition_time; m_fov_diff = m_target_fov_degrees - m_old_fov_degrees; } } 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 (m_client->modsLoaded()) 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; } else 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 - (WIELDMESH_AMPLITUDE_X * 0.5f), WIELDMESH_OFFSET_X + (WIELDMESH_AMPLITUDE_X * 0.5f)); } 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 - (WIELDMESH_AMPLITUDE_Y * 0.5f), WIELDMESH_OFFSET_Y + (WIELDMESH_AMPLITUDE_Y * 0.5f)); } 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 = 0.35f * (std::min(15.0f, m_cam_vel_old.X) * (1.0f + (1.0f - m_arm_dir.X))) * (gap_X / 20.0f); f32 dec_Y = 0.25f * (std::min(15.0f, 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(); // This is worse than `LocalPlayer::getPosition()` but // mods expect the player head to be at the parent's position // plus eye height. if (player->getParent()) player_position = player->getParent()->getPosition(); // Smooth the camera movement when the player instantly moves upward due to stepheight. // To smooth the 'not touching_ground' stepheight, smoothing is necessary when jumping // or swimming (for when moving from liquid to land). // Disable smoothing if climbing or flying, to avoid upwards offset of player model // when seen in 3rd person view. bool flying = g_settings->getBool("free_move") && m_client->checkLocalPrivilege("fly"); if (player_position.Y > old_player_position.Y && !player->is_climbing && !flying) { 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 if (player->camera_impact > 0.0f) fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5; fall_bobbing *= m_cache_fall_bobbing_amount; } // Calculate and translate the head SceneNode offsets { v3f eye_offset = player->getEyeOffset(); if (m_camera_mode == CAMERA_MODE_FIRST) eye_offset += player->eye_offset_first; else eye_offset += player->eye_offset_third; // Set head node transformation eye_offset.Y += cameratilt * -player->hurt_tilt_strength + fall_bobbing; m_headnode->setPosition(eye_offset); 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; f32 bobknob = 1.2; f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI); v3f bobvec = v3f( 0.3 * bobdir * sin(bobfrac * M_PI), -0.28 * bobtmp * bobtmp, 0.); rel_cam_pos += bobvec * m_cache_view_bobbing_amount; rel_cam_target += bobvec * m_cache_view_bobbing_amount; rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * m_cache_view_bobbing_amount); } // 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() .getNode(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; /* * Apply server-sent FOV, instantaneous or smooth transition. * If not, check for zoom and set to zoom FOV. * Otherwise, default to m_cache_fov. */ if (m_fov_transition_active) { // Smooth FOV transition // Dynamically calculate FOV delta based on frametimes f32 delta = (frametime / m_transition_time) * m_fov_diff; m_curr_fov_degrees += delta; // Mark transition as complete if target FOV has been reached if ((m_fov_diff > 0.0f && m_curr_fov_degrees >= m_target_fov_degrees) || (m_fov_diff < 0.0f && m_curr_fov_degrees <= m_target_fov_degrees)) { m_fov_transition_active = false; m_curr_fov_degrees = m_target_fov_degrees; } } else if (m_server_sent_fov) { // Instantaneous FOV change m_curr_fov_degrees = m_target_fov_degrees; } else if (player->getPlayerControl().zoom && player->getZoomFOV() > 0.001f) { // Player requests zoom, apply zoom FOV m_curr_fov_degrees = player->getZoomFOV(); } else { // Set to client's selected FOV m_curr_fov_degrees = m_cache_fov; } m_curr_fov_degrees = rangelim(m_curr_fov_degrees, 1.0f, 160.0f); // FOV and aspect ratio const v2u32 &window_size = RenderingEngine::getWindowSize(); m_aspect = (f32) window_size.X / (f32) window_size.Y; m_fov_y = m_curr_fov_degrees * M_PI / 180.0; // Increase vertical FOV on lower aspect ratios (<16:10) m_fov_y *= core::clamp(sqrt(16./10. / m_aspect), 1.0, 1.4); 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->setNodeLightColor(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) && !flying) { // 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"); // Ignore near_plane setting on all other platforms to prevent abuse #if ENABLE_GLES m_cameranode->setNearValue(rangelim( g_settings->getFloat("near_plane"), 0.0f, 0.25f) * BS); #else m_cameranode->setNearValue(0.1f * BS); #endif m_draw_control.wanted_range = std::fmin(adjustDist(viewing_range, getFovMax()), 4000); 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 stays in front of world geometry m_wieldmgr->getVideoDriver()->clearBuffers(video::ECBF_DEPTH); // 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(); gui::IGUIFont *font = g_fontengine->getFont(); video::IVideoDriver *driver = RenderingEngine::get_video_driver(); v2u32 screensize = driver->getScreenSize(); for (const Nametag *nametag : m_nametags) { // Nametags are hidden in GenericCAO::updateNametag() v3f pos = nametag->parent_node->getAbsolutePosition() + 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->text)); core::dimension2d textsize = font->getDimension( nametag_colorless.c_str()); f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f : core::reciprocal(transformed_pos[3]); 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); core::rect bg_size(-2, 0, textsize.Width+2, textsize.Height); auto bgcolor = nametag->getBgColor(m_show_nametag_backgrounds); if (bgcolor.getAlpha() != 0) driver->draw2DRectangle(bgcolor, bg_size + screen_pos); font->draw( translate_string(utf8_to_wide(nametag->text)).c_str(), size + screen_pos, nametag->textcolor); } } } Nametag *Camera::addNametag(scene::ISceneNode *parent_node, const std::string &text, video::SColor textcolor, Optional bgcolor, const v3f &pos) { Nametag *nametag = new Nametag(parent_node, text, textcolor, bgcolor, pos); m_nametags.push_back(nametag); return nametag; } void Camera::removeNametag(Nametag *nametag) { m_nametags.remove(nametag); delete nametag; }