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
28 #include "wieldmesh.h"
29 #include "noise.h" // easeCurve
34 #include "util/numeric.h"
35 #include "util/mathconstants.h"
36 #include "constants.h"
37 #include "fontengine.h"
39 #define CAMERA_OFFSET_STEP 200
43 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
52 m_draw_control(draw_control),
55 m_camera_position(0,0,0),
56 m_camera_direction(0,0,0),
57 m_camera_offset(0,0,0),
67 m_frametime_counter(0),
68 m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
70 m_view_bobbing_anim(0),
71 m_view_bobbing_state(0),
72 m_view_bobbing_speed(0),
73 m_view_bobbing_fall(0),
78 m_wield_change_timer(0.125),
81 m_camera_mode(CAMERA_MODE_FIRST)
83 //dstream<<FUNCTION_NAME<<std::endl;
85 m_driver = smgr->getVideoDriver();
86 // note: making the camera node a child of the player node
87 // would lead to unexpected behaviour, so we don't do that.
88 m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
89 m_headnode = smgr->addEmptySceneNode(m_playernode);
90 m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
91 m_cameranode->bindTargetAndRotation(true);
93 // This needs to be in its own scene manager. It is drawn after
94 // all other 3D scene nodes and before the GUI.
95 m_wieldmgr = smgr->createNewSceneManager();
96 m_wieldmgr->addCameraSceneNode();
97 m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, false);
98 m_wieldnode->setItem(ItemStack(), m_gamedef);
99 m_wieldnode->drop(); // m_wieldmgr grabbed it
101 /* TODO: Add a callback function so these can be updated when a setting
102 * changes. At this point in time it doesn't matter (e.g. /set
103 * is documented to change server settings only)
105 * TODO: Local caching of settings is not optimal and should at some stage
106 * be updated to use a global settings object for getting thse values
107 * (as opposed to the this local caching). This can be addressed in
110 m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount");
111 m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
112 m_cache_wanted_fps = g_settings->getFloat("wanted_fps");
113 m_cache_fov = g_settings->getFloat("fov");
114 m_cache_view_bobbing = g_settings->getBool("view_bobbing");
123 bool Camera::successfullyCreated(std::string &error_message)
126 error_message = "Failed to create the player scene node";
127 } else if (!m_headnode) {
128 error_message = "Failed to create the head scene node";
129 } else if (!m_cameranode) {
130 error_message = "Failed to create the camera scene node";
131 } else if (!m_wieldmgr) {
132 error_message = "Failed to create the wielded item scene manager";
133 } else if (!m_wieldnode) {
134 error_message = "Failed to create the wielded item scene node";
136 error_message.clear();
138 return error_message.empty();
141 // Returns the fractional part of x
142 inline f32 my_modf(f32 x)
145 return modf(x, &dummy);
148 void Camera::step(f32 dtime)
150 if(m_view_bobbing_fall > 0)
152 m_view_bobbing_fall -= 3 * dtime;
153 if(m_view_bobbing_fall <= 0)
154 m_view_bobbing_fall = -1; // Mark the effect as finished
157 bool was_under_zero = m_wield_change_timer < 0;
158 m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
160 if (m_wield_change_timer >= 0 && was_under_zero)
161 m_wieldnode->setItem(m_wield_item_next, m_gamedef);
163 if (m_view_bobbing_state != 0)
165 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
166 f32 offset = dtime * m_view_bobbing_speed * 0.030;
167 if (m_view_bobbing_state == 2) {
168 // Animation is getting turned off
169 if (m_view_bobbing_anim < 0.25) {
170 m_view_bobbing_anim -= offset;
171 } else if (m_view_bobbing_anim > 0.75) {
172 m_view_bobbing_anim += offset;
175 if (m_view_bobbing_anim < 0.5) {
176 m_view_bobbing_anim += offset;
177 if (m_view_bobbing_anim > 0.5)
178 m_view_bobbing_anim = 0.5;
180 m_view_bobbing_anim -= offset;
181 if (m_view_bobbing_anim < 0.5)
182 m_view_bobbing_anim = 0.5;
185 if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
186 fabs(m_view_bobbing_anim - 0.5) < 0.01) {
187 m_view_bobbing_anim = 0;
188 m_view_bobbing_state = 0;
192 float was = m_view_bobbing_anim;
193 m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
194 bool step = (was == 0 ||
195 (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
196 (was > 0.5f && m_view_bobbing_anim <= 0.5f));
198 MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
199 m_gamedef->event()->put(e);
204 if (m_digging_button != -1)
206 f32 offset = dtime * 3.5;
207 float m_digging_anim_was = m_digging_anim;
208 m_digging_anim += offset;
209 if (m_digging_anim >= 1)
212 m_digging_button = -1;
215 if(m_digging_anim_was < lim && m_digging_anim >= lim)
217 if(m_digging_button == 0)
219 MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
220 m_gamedef->event()->put(e);
221 } else if(m_digging_button == 1) {
222 MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
223 m_gamedef->event()->put(e);
229 void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
230 f32 tool_reload_ratio, ClientEnvironment &c_env)
232 // Get player position
233 // Smooth the movement when walking up stairs
234 v3f old_player_position = m_playernode->getPosition();
235 v3f player_position = player->getPosition();
236 if (player->isAttached && player->parent)
237 player_position = player->parent->getPosition();
238 //if(player->touching_ground && player_position.Y > old_player_position.Y)
239 if(player->touching_ground &&
240 player_position.Y > old_player_position.Y)
242 f32 oldy = old_player_position.Y;
243 f32 newy = player_position.Y;
244 f32 t = exp(-23*frametime);
245 player_position.Y = oldy * t + newy * (1-t);
248 // Set player node transformation
249 m_playernode->setPosition(player_position);
250 m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
251 m_playernode->updateAbsolutePosition();
253 // Get camera tilt timer (hurt animation)
254 float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
256 // Fall bobbing animation
257 float fall_bobbing = 0;
258 if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
260 if(m_view_bobbing_fall == -1) // Effect took place and has finished
261 player->camera_impact = m_view_bobbing_fall = 0;
262 else if(m_view_bobbing_fall == 0) // Initialize effect
263 m_view_bobbing_fall = 1;
265 // Convert 0 -> 1 to 0 -> 1 -> 0
266 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
267 // Smoothen and invert the above
268 fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
269 // Amplify according to the intensity of the impact
270 fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
272 fall_bobbing *= m_cache_fall_bobbing_amount;
275 // Calculate players eye offset for different camera modes
276 v3f PlayerEyeOffset = player->getEyeOffset();
277 if (m_camera_mode == CAMERA_MODE_FIRST)
278 PlayerEyeOffset += player->eye_offset_first;
280 PlayerEyeOffset += player->eye_offset_third;
282 // Set head node transformation
283 m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
284 m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
285 m_headnode->updateAbsolutePosition();
287 // Compute relative camera position and target
288 v3f rel_cam_pos = v3f(0,0,0);
289 v3f rel_cam_target = v3f(0,0,1);
290 v3f rel_cam_up = v3f(0,1,0);
292 if (m_view_bobbing_anim != 0 && m_camera_mode < CAMERA_MODE_THIRD)
294 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
295 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
299 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
300 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
303 0.3 * bobdir * sin(bobfrac * M_PI),
304 -0.28 * bobtmp * bobtmp,
307 //rel_cam_pos += 0.2 * bobvec;
308 //rel_cam_target += 0.03 * bobvec;
309 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
311 f *= m_cache_view_bobbing_amount;
312 rel_cam_pos += bobvec * f;
313 //rel_cam_target += 0.995 * bobvec * f;
314 rel_cam_target += bobvec * f;
315 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
316 //rel_cam_target.X -= 0.005 * bobvec.X * f;
317 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
318 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
320 f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
321 f32 angle_rad = angle_deg * M_PI / 180;
325 r * (cos(angle_rad) - 1),
328 //rel_cam_target += off;
329 rel_cam_up.rotateXYBy(angle_deg);
334 // Compute absolute camera position and target
335 m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
336 m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
339 m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
341 // Seperate camera position for calculation
342 v3f my_cp = m_camera_position;
344 // Reposition the camera for third person view
345 if (m_camera_mode > CAMERA_MODE_FIRST)
347 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
348 m_camera_direction *= -1;
352 // Calculate new position
354 for (int i = BS; i <= BS*2.75; i++)
356 my_cp.X = m_camera_position.X + m_camera_direction.X*-i;
357 my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i;
359 my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
361 // Prevent camera positioned inside nodes
362 INodeDefManager *nodemgr = m_gamedef->ndef();
363 MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
364 const ContentFeatures& features = nodemgr->get(n);
365 if(features.walkable)
367 my_cp.X += m_camera_direction.X*-1*-BS/2;
368 my_cp.Z += m_camera_direction.Z*-1*-BS/2;
369 my_cp.Y += m_camera_direction.Y*-1*-BS/2;
375 // If node blocks camera position don't move y to heigh
376 if (abort && my_cp.Y > player_position.Y+BS*2)
377 my_cp.Y = player_position.Y+BS*2;
380 // Update offset if too far away from the center of the map
381 m_camera_offset.X += CAMERA_OFFSET_STEP*
382 (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
383 m_camera_offset.Y += CAMERA_OFFSET_STEP*
384 (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
385 m_camera_offset.Z += CAMERA_OFFSET_STEP*
386 (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
388 // Set camera node transformation
389 m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
390 m_cameranode->setUpVector(abs_cam_up);
391 // *100.0 helps in large map coordinates
392 m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
394 // update the camera position in front-view mode to render blocks behind player
395 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
396 m_camera_position = my_cp;
399 f32 fov_degrees = m_cache_fov;
400 fov_degrees = MYMAX(fov_degrees, 10.0);
401 fov_degrees = MYMIN(fov_degrees, 170.0);
403 // FOV and aspect ratio
404 m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().Y;
405 m_fov_y = fov_degrees * M_PI / 180.0;
406 // Increase vertical FOV on lower aspect ratios (<16:10)
407 m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
408 m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
409 m_cameranode->setAspectRatio(m_aspect);
410 m_cameranode->setFOV(m_fov_y);
412 // Position the wielded item
413 //v3f wield_position = v3f(45, -35, 65);
414 v3f wield_position = v3f(55, -35, 65);
415 //v3f wield_rotation = v3f(-100, 120, -100);
416 v3f wield_rotation = v3f(-100, 120, -100);
417 wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
418 if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
421 if(m_digging_anim > 0.5)
422 frac = 2.0 * (m_digging_anim - 0.5);
423 // This value starts from 1 and settles to 0
424 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
425 //f32 ratiothing2 = pow(ratiothing, 0.5f);
426 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
427 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
428 //wield_position.Z += frac * 5.0 * ratiothing2;
429 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
430 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
431 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
432 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
434 if (m_digging_button != -1)
436 f32 digfrac = m_digging_anim;
437 wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
438 wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
439 wield_position.Z += 25 * 0.5;
441 // Euler angles are PURE EVIL, so why not use quaternions?
442 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
443 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
444 core::quaternion quat_slerp;
445 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
446 quat_slerp.toEuler(wield_rotation);
447 wield_rotation *= core::RADTODEG;
449 f32 bobfrac = my_modf(m_view_bobbing_anim);
450 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
451 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
453 m_wieldnode->setPosition(wield_position);
454 m_wieldnode->setRotation(wield_rotation);
456 m_wieldnode->setColor(player->light_color);
458 // Render distance feedback loop
459 updateViewingRange(frametime, busytime);
461 // If the player is walking, swimming, or climbing,
462 // view bobbing is enabled and free_move is off,
463 // start (or continue) the view bobbing animation.
464 v3f speed = player->getSpeed();
465 const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
466 const bool movement_Y = fabs(speed.Y) > BS;
468 const bool walking = movement_XZ && player->touching_ground;
469 const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
470 const bool climbing = movement_Y && player->is_climbing;
471 if ((walking || swimming || climbing) &&
472 m_cache_view_bobbing &&
473 (!g_settings->getBool("free_move") || !m_gamedef->checkLocalPrivilege("fly")))
476 m_view_bobbing_state = 1;
477 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
479 else if (m_view_bobbing_state == 1)
482 m_view_bobbing_state = 2;
483 m_view_bobbing_speed = 60;
487 void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
489 if (m_draw_control.range_all)
492 m_added_busytime += busytime_in;
495 m_frametime_counter -= frametime_in;
496 if (m_frametime_counter > 0)
498 m_frametime_counter = 0.2; // Same as ClientMap::updateDrawList interval
500 /*dstream<<FUNCTION_NAME
501 <<": Collected "<<m_added_frames<<" frames, total of "
502 <<m_added_busytime<<"s."<<std::endl;
504 dstream<<"m_draw_control.blocks_drawn="
505 <<m_draw_control.blocks_drawn
506 <<", m_draw_control.blocks_would_have_drawn="
507 <<m_draw_control.blocks_would_have_drawn
510 // Get current viewing range and FPS settings
511 f32 viewing_range_min = g_settings->getFloat("viewing_range_nodes_min");
512 viewing_range_min = MYMAX(15.0, viewing_range_min);
514 f32 viewing_range_max = g_settings->getFloat("viewing_range_nodes_max");
515 viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
517 // Immediately apply hard limits
518 if(m_draw_control.wanted_range < viewing_range_min)
519 m_draw_control.wanted_range = viewing_range_min;
520 if(m_draw_control.wanted_range > viewing_range_max)
521 m_draw_control.wanted_range = viewing_range_max;
523 // Just so big a value that everything rendered is visible
524 // Some more allowance than viewing_range_max * BS because of clouds,
525 // active objects, etc.
526 if(viewing_range_max < 200*BS)
527 m_cameranode->setFarValue(200 * BS * 10);
529 m_cameranode->setFarValue(viewing_range_max * BS * 10);
531 f32 wanted_fps = m_cache_wanted_fps;
532 wanted_fps = MYMAX(wanted_fps, 1.0);
533 f32 wanted_frametime = 1.0 / wanted_fps;
535 m_draw_control.wanted_min_range = viewing_range_min;
536 m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
537 if (m_draw_control.wanted_max_blocks < 10)
538 m_draw_control.wanted_max_blocks = 10;
540 f32 block_draw_ratio = 1.0;
541 if (m_draw_control.blocks_would_have_drawn != 0)
543 block_draw_ratio = (f32)m_draw_control.blocks_drawn
544 / (f32)m_draw_control.blocks_would_have_drawn;
547 // Calculate the average frametime in the case that all wanted
548 // blocks had been drawn
549 f32 frametime = m_added_busytime / m_added_frames / block_draw_ratio;
551 m_added_busytime = 0.0;
554 f32 wanted_frametime_change = wanted_frametime - frametime;
555 //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
556 g_profiler->avg("wanted_frametime_change", wanted_frametime_change);
558 // If needed frametime change is small, just return
559 // This value was 0.4 for many months until 2011-10-18 by c55;
560 if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
562 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
566 f32 range = m_draw_control.wanted_range;
567 f32 new_range = range;
569 f32 d_range = range - m_range_old;
570 f32 d_busytime = busytime_in - m_busytime_old;
573 m_time_per_range = d_busytime / d_range;
575 //dstream<<"time_per_range="<<m_time_per_range<<std::endl;
576 g_profiler->avg("time_per_range", m_time_per_range);
578 // The minimum allowed calculated frametime-range derivative:
579 // Practically this sets the maximum speed of changing the range.
580 // The lower this value, the higher the maximum changing speed.
581 // A low value here results in wobbly range (0.001)
582 // A low value can cause oscillation in very nonlinear time/range curves.
583 // A high value here results in slow changing range (0.0025)
584 // SUGG: This could be dynamically adjusted so that when
585 // the camera is turning, this is lower
586 //f32 min_time_per_range = 0.0010; // Up to 0.4.7
587 f32 min_time_per_range = 0.0005;
588 if(m_time_per_range < min_time_per_range)
590 m_time_per_range = min_time_per_range;
591 //dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
595 //dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
598 f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
599 // Dampen the change a bit to kill oscillations
600 //wanted_range_change *= 0.9;
601 //wanted_range_change *= 0.75;
602 wanted_range_change *= 0.5;
603 //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
605 // If needed range change is very small, just return
606 if(fabs(wanted_range_change) < 0.001)
608 //dstream<<"ignoring small wanted_range_change"<<std::endl;
612 new_range += wanted_range_change;
614 //f32 new_range_unclamped = new_range;
615 new_range = MYMAX(new_range, viewing_range_min);
616 new_range = MYMIN(new_range, viewing_range_max);
617 /*dstream<<"new_range="<<new_range_unclamped
618 <<", clamped to "<<new_range<<std::endl;*/
620 m_range_old = m_draw_control.wanted_range;
621 m_busytime_old = busytime_in;
623 m_draw_control.wanted_range = new_range;
626 void Camera::setDigging(s32 button)
628 if (m_digging_button == -1)
629 m_digging_button = button;
632 void Camera::wield(const ItemStack &item)
634 if (item.name != m_wield_item_next.name) {
635 m_wield_item_next = item;
636 if (m_wield_change_timer > 0)
637 m_wield_change_timer = -m_wield_change_timer;
638 else if (m_wield_change_timer == 0)
639 m_wield_change_timer = -0.001;
643 void Camera::drawWieldedTool(irr::core::matrix4* translation)
645 // Clear Z buffer so that the wielded tool stay in front of world geometry
646 m_wieldmgr->getVideoDriver()->clearZBuffer();
648 // Draw the wielded node (in a separate scene manager)
649 scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
650 cam->setAspectRatio(m_cameranode->getAspectRatio());
651 cam->setFOV(72.0*M_PI/180.0);
652 cam->setNearValue(10);
653 cam->setFarValue(1000);
654 if (translation != NULL)
656 irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
657 irr::core::vector3df focusPoint = (cam->getTarget()
658 - cam->getAbsolutePosition()).setLength(1)
659 + cam->getAbsolutePosition();
661 irr::core::vector3df camera_pos =
662 (startMatrix * *translation).getTranslation();
663 cam->setPosition(camera_pos);
664 cam->setTarget(focusPoint);
666 m_wieldmgr->drawAll();
669 void Camera::drawNametags()
671 core::matrix4 trans = m_cameranode->getProjectionMatrix();
672 trans *= m_cameranode->getViewMatrix();
674 for (std::list<Nametag *>::const_iterator
675 i = m_nametags.begin();
676 i != m_nametags.end(); ++i) {
677 Nametag *nametag = *i;
678 v3f pos = nametag->parent_node->getPosition() -
679 intToFloat(m_camera_offset, BS) + v3f(0.0, 1.1 * BS, 0.0);
680 f32 transformed_pos[4] = { pos.X, pos.Y, pos.Z, 1.0f };
681 trans.multiplyWith1x4Matrix(transformed_pos);
682 if (transformed_pos[3] > 0) {
683 core::dimension2d<u32> textsize =
684 g_fontengine->getFont()->getDimension(
685 utf8_to_wide(nametag->nametag_text).c_str());
686 f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
687 core::reciprocal(transformed_pos[3]);
688 v2u32 screensize = m_driver->getScreenSize();
690 screen_pos.X = screensize.X *
691 (0.5 * transformed_pos[0] * zDiv + 0.5) - textsize.Width / 2;
692 screen_pos.Y = screensize.Y *
693 (0.5 - transformed_pos[1] * zDiv * 0.5) - textsize.Height / 2;
694 core::rect<s32> size(0, 0, textsize.Width, textsize.Height);
695 g_fontengine->getFont()->draw(utf8_to_wide(nametag->nametag_text).c_str(),
696 size + screen_pos, nametag->nametag_color);
701 Nametag *Camera::addNametag(scene::ISceneNode *parent_node,
702 std::string nametag_text, video::SColor nametag_color)
704 Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color);
705 m_nametags.push_back(nametag);
709 void Camera::removeNametag(Nametag *nametag)
711 m_nametags.remove(nametag);