aboutsummaryrefslogtreecommitdiff
path: root/src/noise.h
blob: 7b5e83251883a90d1fb5f83a66b5225a3df096d9 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
/*
 * Minetest
 * Copyright (C) 2010-2014 celeron55, Perttu Ahola <celeron55@gmail.com>
 * Copyright (C) 2010-2014 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without modification, are
 * permitted provided that the following conditions are met:
 *  1. Redistributions of source code must retain the above copyright notice, this list of
 *     conditions and the following disclaimer.
 *  2. Redistributions in binary form must reproduce the above copyright notice, this list
 *     of conditions and the following disclaimer in the documentation and/or other materials
 *     provided with the distribution.
 *
 * THIS SOFTWARE IS PROVIDED BY THE AUTHOR AND CONTRIBUTORS ``AS IS'' AND ANY EXPRESS OR IMPLIED
 * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
 * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
 * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
 * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
 * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

#pragma once

#include "irr_v3d.h"
#include "exceptions.h"
#include "util/string.h"

extern FlagDesc flagdesc_noiseparams[];

// Note: this class is not polymorphic so that its high level of
// optimizability may be preserved in the common use case
class PseudoRandom {
public:
	const static u32 RANDOM_RANGE = 32767;

	inline PseudoRandom(int seed=0):
		m_next(seed)
	{
	}

	inline void seed(int seed)
	{
		m_next = seed;
	}

	inline int next()
	{
		m_next = m_next * 1103515245 + 12345;
		return (unsigned)(m_next / 65536) % (RANDOM_RANGE + 1);
	}

	inline int range(int min, int max)
	{
		if (max < min)
			throw PrngException("Invalid range (max < min)");
		/*
		Here, we ensure the range is not too large relative to RANDOM_MAX,
		as otherwise the effects of bias would become noticable.  Unlike
		PcgRandom, we cannot modify this RNG's range as it would change the
		output of this RNG for reverse compatibility.
		*/
		if ((u32)(max - min) > (RANDOM_RANGE + 1) / 10)
			throw PrngException("Range too large");

		return (next() % (max - min + 1)) + min;
	}

private:
	int m_next;
};

class PcgRandom {
public:
	const static s32 RANDOM_MIN   = -0x7fffffff - 1;
	const static s32 RANDOM_MAX   = 0x7fffffff;
	const static u32 RANDOM_RANGE = 0xffffffff;

	PcgRandom(u64 state=0x853c49e6748fea9bULL, u64 seq=0xda3e39cb94b95bdbULL);
	void seed(u64 state, u64 seq=0xda3e39cb94b95bdbULL);
	u32 next();
	u32 range(u32 bound);
	s32 range(s32 min, s32 max);
	void bytes(void *out, size_t len);
	s32 randNormalDist(s32 min, s32 max, int num_trials=6);

private:
	u64 m_state;
	u64 m_inc;
};

#define NOISE_FLAG_DEFAULTS    0x01
#define NOISE_FLAG_EASED       0x02
#define NOISE_FLAG_ABSVALUE    0x04

//// TODO(hmmmm): implement these!
#define NOISE_FLAG_POINTBUFFER 0x08
#define NOISE_FLAG_SIMPLEX     0x10

struct NoiseParams {
	float offset = 0.0f;
	float scale = 1.0f;
	v3f spread = v3f(250, 250, 250);
	s32 seed = 12345;
	u16 octaves = 3;
	float persist = 0.6f;
	float lacunarity = 2.0f;
	u32 flags = NOISE_FLAG_DEFAULTS;

	NoiseParams() = default;

	NoiseParams(float offset_, float scale_, const v3f &spread_, s32 seed_,
		u16 octaves_, float persist_, float lacunarity_,
		u32 flags_=NOISE_FLAG_DEFAULTS)
	{
		offset     = offset_;
		scale      = scale_;
		spread     = spread_;
		seed       = seed_;
		octaves    = octaves_;
		persist    = persist_;
		lacunarity = lacunarity_;
		flags      = flags_;
	}
};

class Noise {
public:
	NoiseParams np;
	s32 seed;
	u32 sx;
	u32 sy;
	u32 sz;
	float *noise_buf = nullptr;
	float *gradient_buf = nullptr;
	float *persist_buf = nullptr;
	float *result = nullptr;

	Noise(NoiseParams *np, s32 seed, u32 sx, u32 sy, u32 sz=1);
	~Noise();

	void setSize(u32 sx, u32 sy, u32 sz=1);
	void setSpreadFactor(v3f spread);
	void setOctaves(int octaves);

	void gradientMap2D(
		float x, float y,
		float step_x, float step_y,
		s32 seed);
	void gradientMap3D(
		float x, float y, float z,
		float step_x, float step_y, float step_z,
		s32 seed);

	float *perlinMap2D(float x, float y, float *persistence_map=NULL);
	float *perlinMap3D(float x, float y, float z, float *persistence_map=NULL);

	inline float *perlinMap2D_PO(float x, float xoff, float y, float yoff,
		float *persistence_map=NULL)
	{
		return perlinMap2D(
			x + xoff * np.spread.X,
			y + yoff * np.spread.Y,
			persistence_map);
	}

	inline float *perlinMap3D_PO(float x, float xoff, float y, float yoff,
		float z, float zoff, float *persistence_map=NULL)
	{
		return perlinMap3D(
			x + xoff * np.spread.X,
			y + yoff * np.spread.Y,
			z + zoff * np.spread.Z,
			persistence_map);
	}

private:
	void allocBuffers();
	void resizeNoiseBuf(bool is3d);
	void updateResults(float g, float *gmap, const float *persistence_map,
			size_t bufsize);

};

float NoisePerlin2D(NoiseParams *np, float x, float y, s32 seed);
float NoisePerlin3D(NoiseParams *np, float x, float y, float z, s32 seed);

inline float NoisePerlin2D_PO(NoiseParams *np, float x, float xoff,
	float y, float yoff, s32 seed)
{
	return NoisePerlin2D(np,
		x + xoff * np->spread.X,
		y + yoff * np->spread.Y,
		seed);
}

inline float NoisePerlin3D_PO(NoiseParams *np, float x, float xoff,
	float y, float yoff, float z, float zoff, s32 seed)
{
	return NoisePerlin3D(np,
		x + xoff * np->spread.X,
		y + yoff * np->spread.Y,
		z + zoff * np->spread.Z,
		seed);
}

// Return value: -1 ... 1
float noise2d(int x, int y, s32 seed);
float noise3d(int x, int y, int z, s32 seed);

float noise2d_gradient(float x, float y, s32 seed, bool eased=true);
float noise3d_gradient(float x, float y, float z, s32 seed, bool eased=false);

float noise2d_perlin(float x, float y, s32 seed,
		int octaves, float persistence, bool eased=true);

float noise2d_perlin_abs(float x, float y, s32 seed,
		int octaves, float persistence, bool eased=true);

float noise3d_perlin(float x, float y, float z, s32 seed,
		int octaves, float persistence, bool eased=false);

float noise3d_perlin_abs(float x, float y, float z, s32 seed,
		int octaves, float persistence, bool eased=false);

inline float easeCurve(float t)
{
	return t * t * t * (t * (6.f * t - 15.f) + 10.f);
}

float contour(float v);
ass="hl opt">; 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_gamedef); 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) { MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep"); m_gamedef->event()->put(e); } } } if (m_digging_button != -1) { f32 offset = dtime * 3.5; 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) { MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft"); m_gamedef->event()->put(e); } else if(m_digging_button == 1) { MtEvent *e = new SimpleTriggerEvent("CameraPunchRight"); m_gamedef->event()->put(e); } } } } void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_reload_ratio, ClientEnvironment &c_env) { // 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 = 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_view_bobbing_anim != 0 && 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 INodeDefManager *nodemgr = m_gamedef->ndef(); MapNode n = c_env.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 front-view mode to render blocks behind player if (m_camera_mode == CAMERA_MODE_THIRD_FRONT) m_camera_position = my_cp; // Get FOV setting f32 fov_degrees = m_cache_fov; fov_degrees = MYMAX(fov_degrees, 10.0); fov_degrees = MYMIN(fov_degrees, 170.0); // FOV and aspect ratio m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().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); // Position the wielded item //v3f wield_position = v3f(45, -35, 65); v3f wield_position = v3f(55, -35, 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 = 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. 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) && m_cache_view_bobbing && (!g_settings->getBool("free_move") || !m_gamedef->checkLocalPrivilege("fly"))) { // Start animation m_view_bobbing_state = 1; m_view_bobbing_speed = MYMIN(speed.getLength(), 40); } else if (m_view_bobbing_state == 1) { // Stop animation m_view_bobbing_state = 2; m_view_bobbing_speed = 60; } } void Camera::updateViewingRange() { if (m_draw_control.range_all) { m_cameranode->setFarValue(100000.0); return; } f32 viewing_range = g_settings->getFloat("viewing_range"); m_draw_control.wanted_range = viewing_range; 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) { 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<Nametag *>::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->getPosition() + v3f(0.0, 1.1 * BS, 0.0); f32 transformed_pos[4] = { pos.X, pos.Y, pos.Z, 1.0f }; trans.multiplyWith1x4Matrix(transformed_pos); if (transformed_pos[3] > 0) { core::dimension2d<u32> textsize = g_fontengine->getFont()->getDimension( utf8_to_wide(nametag->nametag_text).c_str()); f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f : core::reciprocal(transformed_pos[3]); v2u32 screensize = m_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<s32> size(0, 0, textsize.Width, textsize.Height); g_fontengine->getFont()->draw(utf8_to_wide(nametag->nametag_text).c_str(), size + screen_pos, nametag->nametag_color); } } } Nametag *Camera::addNametag(scene::ISceneNode *parent_node, std::string nametag_text, video::SColor nametag_color) { Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color); m_nametags.push_back(nametag); return nametag; } void Camera::removeNametag(Nametag *nametag) { m_nametags.remove(nametag); delete nametag; }