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Add zoom, tweakable with zoom_fov, default key: Z (like optifine)
[dragonfireclient.git] / src / camera.cpp
1 /*
2 Minetest
3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4
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.
9
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.
14
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.
18 */
19
20 #include "camera.h"
21 #include "debug.h"
22 #include "client.h"
23 #include "map.h"
24 #include "clientmap.h"     // MapDrawControl
25 #include "player.h"
26 #include <cmath>
27 #include "settings.h"
28 #include "wieldmesh.h"
29 #include "noise.h"         // easeCurve
30 #include "gamedef.h"
31 #include "sound.h"
32 #include "event.h"
33 #include "profiler.h"
34 #include "util/numeric.h"
35 #include "util/mathconstants.h"
36 #include "constants.h"
37 #include "fontengine.h"
38
39 #define CAMERA_OFFSET_STEP 200
40
41 #include "nodedef.h"
42
43 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
44                 IGameDef *gamedef):
45         m_playernode(NULL),
46         m_headnode(NULL),
47         m_cameranode(NULL),
48
49         m_wieldmgr(NULL),
50         m_wieldnode(NULL),
51
52         m_draw_control(draw_control),
53         m_gamedef(gamedef),
54
55         m_camera_position(0,0,0),
56         m_camera_direction(0,0,0),
57         m_camera_offset(0,0,0),
58
59         m_aspect(1.0),
60         m_fov_x(1.0),
61         m_fov_y(1.0),
62
63         m_view_bobbing_anim(0),
64         m_view_bobbing_state(0),
65         m_view_bobbing_speed(0),
66         m_view_bobbing_fall(0),
67
68         m_digging_anim(0),
69         m_digging_button(-1),
70
71         m_wield_change_timer(0.125),
72         m_wield_item_next(),
73
74         m_camera_mode(CAMERA_MODE_FIRST)
75 {
76         //dstream<<FUNCTION_NAME<<std::endl;
77
78         m_driver = smgr->getVideoDriver();
79         // note: making the camera node a child of the player node
80         // would lead to unexpected behaviour, so we don't do that.
81         m_playernode = smgr->addEmptySceneNode(smgr->getRootSceneNode());
82         m_headnode = smgr->addEmptySceneNode(m_playernode);
83         m_cameranode = smgr->addCameraSceneNode(smgr->getRootSceneNode());
84         m_cameranode->bindTargetAndRotation(true);
85
86         // This needs to be in its own scene manager. It is drawn after
87         // all other 3D scene nodes and before the GUI.
88         m_wieldmgr = smgr->createNewSceneManager();
89         m_wieldmgr->addCameraSceneNode();
90         m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, false);
91         m_wieldnode->setItem(ItemStack(), m_gamedef);
92         m_wieldnode->drop(); // m_wieldmgr grabbed it
93
94         /* TODO: Add a callback function so these can be updated when a setting
95          *       changes.  At this point in time it doesn't matter (e.g. /set
96          *       is documented to change server settings only)
97          *
98          * TODO: Local caching of settings is not optimal and should at some stage
99          *       be updated to use a global settings object for getting thse values
100          *       (as opposed to the this local caching). This can be addressed in
101          *       a later release.
102          */
103         m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount");
104         m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
105         m_cache_fov                 = g_settings->getFloat("fov");
106         m_cache_zoom_fov            = g_settings->getFloat("zoom_fov");
107         m_cache_view_bobbing        = g_settings->getBool("view_bobbing");
108         m_nametags.clear();
109 }
110
111 Camera::~Camera()
112 {
113         m_wieldmgr->drop();
114 }
115
116 bool Camera::successfullyCreated(std::string &error_message)
117 {
118         if (!m_playernode) {
119                 error_message = "Failed to create the player scene node";
120         } else if (!m_headnode) {
121                 error_message = "Failed to create the head scene node";
122         } else if (!m_cameranode) {
123                 error_message = "Failed to create the camera scene node";
124         } else if (!m_wieldmgr) {
125                 error_message = "Failed to create the wielded item scene manager";
126         } else if (!m_wieldnode) {
127                 error_message = "Failed to create the wielded item scene node";
128         } else {
129                 error_message.clear();
130         }
131         return error_message.empty();
132 }
133
134 // Returns the fractional part of x
135 inline f32 my_modf(f32 x)
136 {
137         double dummy;
138         return modf(x, &dummy);
139 }
140
141 void Camera::step(f32 dtime)
142 {
143         if(m_view_bobbing_fall > 0)
144         {
145                 m_view_bobbing_fall -= 3 * dtime;
146                 if(m_view_bobbing_fall <= 0)
147                         m_view_bobbing_fall = -1; // Mark the effect as finished
148         }
149
150         bool was_under_zero = m_wield_change_timer < 0;
151         m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
152
153         if (m_wield_change_timer >= 0 && was_under_zero)
154                 m_wieldnode->setItem(m_wield_item_next, m_gamedef);
155
156         if (m_view_bobbing_state != 0)
157         {
158                 //f32 offset = dtime * m_view_bobbing_speed * 0.035;
159                 f32 offset = dtime * m_view_bobbing_speed * 0.030;
160                 if (m_view_bobbing_state == 2) {
161                         // Animation is getting turned off
162                         if (m_view_bobbing_anim < 0.25) {
163                                 m_view_bobbing_anim -= offset;
164                         } else if (m_view_bobbing_anim > 0.75) {
165                                 m_view_bobbing_anim += offset;
166                         }
167
168                         if (m_view_bobbing_anim < 0.5) {
169                                 m_view_bobbing_anim += offset;
170                                 if (m_view_bobbing_anim > 0.5)
171                                         m_view_bobbing_anim = 0.5;
172                         } else {
173                                 m_view_bobbing_anim -= offset;
174                                 if (m_view_bobbing_anim < 0.5)
175                                         m_view_bobbing_anim = 0.5;
176                         }
177
178                         if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
179                                         fabs(m_view_bobbing_anim - 0.5) < 0.01) {
180                                 m_view_bobbing_anim = 0;
181                                 m_view_bobbing_state = 0;
182                         }
183                 }
184                 else {
185                         float was = m_view_bobbing_anim;
186                         m_view_bobbing_anim = my_modf(m_view_bobbing_anim + offset);
187                         bool step = (was == 0 ||
188                                         (was < 0.5f && m_view_bobbing_anim >= 0.5f) ||
189                                         (was > 0.5f && m_view_bobbing_anim <= 0.5f));
190                         if(step) {
191                                 MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
192                                 m_gamedef->event()->put(e);
193                         }
194                 }
195         }
196
197         if (m_digging_button != -1)
198         {
199                 f32 offset = dtime * 3.5;
200                 float m_digging_anim_was = m_digging_anim;
201                 m_digging_anim += offset;
202                 if (m_digging_anim >= 1)
203                 {
204                         m_digging_anim = 0;
205                         m_digging_button = -1;
206                 }
207                 float lim = 0.15;
208                 if(m_digging_anim_was < lim && m_digging_anim >= lim)
209                 {
210                         if(m_digging_button == 0)
211                         {
212                                 MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
213                                 m_gamedef->event()->put(e);
214                         } else if(m_digging_button == 1) {
215                                 MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
216                                 m_gamedef->event()->put(e);
217                         }
218                 }
219         }
220 }
221
222 void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
223                 f32 tool_reload_ratio, ClientEnvironment &c_env)
224 {
225         // Get player position
226         // Smooth the movement when walking up stairs
227         v3f old_player_position = m_playernode->getPosition();
228         v3f player_position = player->getPosition();
229         if (player->isAttached && player->parent)
230                 player_position = player->parent->getPosition();
231         //if(player->touching_ground && player_position.Y > old_player_position.Y)
232         if(player->touching_ground &&
233                         player_position.Y > old_player_position.Y)
234         {
235                 f32 oldy = old_player_position.Y;
236                 f32 newy = player_position.Y;
237                 f32 t = exp(-23*frametime);
238                 player_position.Y = oldy * t + newy * (1-t);
239         }
240
241         // Set player node transformation
242         m_playernode->setPosition(player_position);
243         m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0));
244         m_playernode->updateAbsolutePosition();
245
246         // Get camera tilt timer (hurt animation)
247         float cameratilt = fabs(fabs(player->hurt_tilt_timer-0.75)-0.75);
248
249         // Fall bobbing animation
250         float fall_bobbing = 0;
251         if(player->camera_impact >= 1 && m_camera_mode < CAMERA_MODE_THIRD)
252         {
253                 if(m_view_bobbing_fall == -1) // Effect took place and has finished
254                         player->camera_impact = m_view_bobbing_fall = 0;
255                 else if(m_view_bobbing_fall == 0) // Initialize effect
256                         m_view_bobbing_fall = 1;
257
258                 // Convert 0 -> 1 to 0 -> 1 -> 0
259                 fall_bobbing = m_view_bobbing_fall < 0.5 ? m_view_bobbing_fall * 2 : -(m_view_bobbing_fall - 0.5) * 2 + 1;
260                 // Smoothen and invert the above
261                 fall_bobbing = sin(fall_bobbing * 0.5 * M_PI) * -1;
262                 // Amplify according to the intensity of the impact
263                 fall_bobbing *= (1 - rangelim(50 / player->camera_impact, 0, 1)) * 5;
264
265                 fall_bobbing *= m_cache_fall_bobbing_amount;
266         }
267
268         // Calculate players eye offset for different camera modes
269         v3f PlayerEyeOffset = player->getEyeOffset();
270         if (m_camera_mode == CAMERA_MODE_FIRST)
271                 PlayerEyeOffset += player->eye_offset_first;
272         else
273                 PlayerEyeOffset += player->eye_offset_third;
274
275         // Set head node transformation
276         m_headnode->setPosition(PlayerEyeOffset+v3f(0,cameratilt*-player->hurt_tilt_strength+fall_bobbing,0));
277         m_headnode->setRotation(v3f(player->getPitch(), 0, cameratilt*player->hurt_tilt_strength));
278         m_headnode->updateAbsolutePosition();
279
280         // Compute relative camera position and target
281         v3f rel_cam_pos = v3f(0,0,0);
282         v3f rel_cam_target = v3f(0,0,1);
283         v3f rel_cam_up = v3f(0,1,0);
284
285         if (m_view_bobbing_anim != 0 && m_camera_mode < CAMERA_MODE_THIRD)
286         {
287                 f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
288                 f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
289
290                 #if 1
291                 f32 bobknob = 1.2;
292                 f32 bobtmp = sin(pow(bobfrac, bobknob) * M_PI);
293                 //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * M_PI);
294
295                 v3f bobvec = v3f(
296                         0.3 * bobdir * sin(bobfrac * M_PI),
297                         -0.28 * bobtmp * bobtmp,
298                         0.);
299
300                 //rel_cam_pos += 0.2 * bobvec;
301                 //rel_cam_target += 0.03 * bobvec;
302                 //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI);
303                 float f = 1.0;
304                 f *= m_cache_view_bobbing_amount;
305                 rel_cam_pos += bobvec * f;
306                 //rel_cam_target += 0.995 * bobvec * f;
307                 rel_cam_target += bobvec * f;
308                 rel_cam_target.Z -= 0.005 * bobvec.Z * f;
309                 //rel_cam_target.X -= 0.005 * bobvec.X * f;
310                 //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
311                 rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * M_PI * f);
312                 #else
313                 f32 angle_deg = 1 * bobdir * sin(bobfrac * M_PI);
314                 f32 angle_rad = angle_deg * M_PI / 180;
315                 f32 r = 0.05;
316                 v3f off = v3f(
317                         r * sin(angle_rad),
318                         r * (cos(angle_rad) - 1),
319                         0);
320                 rel_cam_pos += off;
321                 //rel_cam_target += off;
322                 rel_cam_up.rotateXYBy(angle_deg);
323                 #endif
324
325         }
326
327         // Compute absolute camera position and target
328         m_headnode->getAbsoluteTransformation().transformVect(m_camera_position, rel_cam_pos);
329         m_headnode->getAbsoluteTransformation().rotateVect(m_camera_direction, rel_cam_target - rel_cam_pos);
330
331         v3f abs_cam_up;
332         m_headnode->getAbsoluteTransformation().rotateVect(abs_cam_up, rel_cam_up);
333
334         // Seperate camera position for calculation
335         v3f my_cp = m_camera_position;
336
337         // Reposition the camera for third person view
338         if (m_camera_mode > CAMERA_MODE_FIRST)
339         {
340                 if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
341                         m_camera_direction *= -1;
342
343                 my_cp.Y += 2;
344
345                 // Calculate new position
346                 bool abort = false;
347                 for (int i = BS; i <= BS*2.75; i++)
348                 {
349                         my_cp.X = m_camera_position.X + m_camera_direction.X*-i;
350                         my_cp.Z = m_camera_position.Z + m_camera_direction.Z*-i;
351                         if (i > 12)
352                                 my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
353
354                         // Prevent camera positioned inside nodes
355                         INodeDefManager *nodemgr = m_gamedef->ndef();
356                         MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
357                         const ContentFeatures& features = nodemgr->get(n);
358                         if(features.walkable)
359                         {
360                                 my_cp.X += m_camera_direction.X*-1*-BS/2;
361                                 my_cp.Z += m_camera_direction.Z*-1*-BS/2;
362                                 my_cp.Y += m_camera_direction.Y*-1*-BS/2;
363                                 abort = true;
364                                 break;
365                         }
366                 }
367
368                 // If node blocks camera position don't move y to heigh
369                 if (abort && my_cp.Y > player_position.Y+BS*2)
370                         my_cp.Y = player_position.Y+BS*2;
371         }
372
373         // Update offset if too far away from the center of the map
374         m_camera_offset.X += CAMERA_OFFSET_STEP*
375                         (((s16)(my_cp.X/BS) - m_camera_offset.X)/CAMERA_OFFSET_STEP);
376         m_camera_offset.Y += CAMERA_OFFSET_STEP*
377                         (((s16)(my_cp.Y/BS) - m_camera_offset.Y)/CAMERA_OFFSET_STEP);
378         m_camera_offset.Z += CAMERA_OFFSET_STEP*
379                         (((s16)(my_cp.Z/BS) - m_camera_offset.Z)/CAMERA_OFFSET_STEP);
380
381         // Set camera node transformation
382         m_cameranode->setPosition(my_cp-intToFloat(m_camera_offset, BS));
383         m_cameranode->setUpVector(abs_cam_up);
384         // *100.0 helps in large map coordinates
385         m_cameranode->setTarget(my_cp-intToFloat(m_camera_offset, BS) + 100 * m_camera_direction);
386
387         // update the camera position in front-view mode to render blocks behind player
388         if (m_camera_mode == CAMERA_MODE_THIRD_FRONT)
389                 m_camera_position = my_cp;
390
391         // Get FOV
392         f32 fov_degrees;
393         if (player->getPlayerControl().zoom) {
394                 fov_degrees = m_cache_zoom_fov;
395         } else {
396                 fov_degrees = m_cache_fov;
397         }
398         fov_degrees = MYMAX(fov_degrees, 10.0);
399         fov_degrees = MYMIN(fov_degrees, 170.0);
400
401         // FOV and aspect ratio
402         m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().Y;
403         m_fov_y = fov_degrees * M_PI / 180.0;
404         // Increase vertical FOV on lower aspect ratios (<16:10)
405         m_fov_y *= MYMAX(1.0, MYMIN(1.4, sqrt(16./10. / m_aspect)));
406         m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y));
407         m_cameranode->setAspectRatio(m_aspect);
408         m_cameranode->setFOV(m_fov_y);
409
410         // Position the wielded item
411         //v3f wield_position = v3f(45, -35, 65);
412         v3f wield_position = v3f(55, -35, 65);
413         //v3f wield_rotation = v3f(-100, 120, -100);
414         v3f wield_rotation = v3f(-100, 120, -100);
415         wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
416         if(m_digging_anim < 0.05 || m_digging_anim > 0.5)
417         {
418                 f32 frac = 1.0;
419                 if(m_digging_anim > 0.5)
420                         frac = 2.0 * (m_digging_anim - 0.5);
421                 // This value starts from 1 and settles to 0
422                 f32 ratiothing = pow((1.0f - tool_reload_ratio), 0.5f);
423                 //f32 ratiothing2 = pow(ratiothing, 0.5f);
424                 f32 ratiothing2 = (easeCurve(ratiothing*0.5))*2.0;
425                 wield_position.Y -= frac * 25.0 * pow(ratiothing2, 1.7f);
426                 //wield_position.Z += frac * 5.0 * ratiothing2;
427                 wield_position.X -= frac * 35.0 * pow(ratiothing2, 1.1f);
428                 wield_rotation.Y += frac * 70.0 * pow(ratiothing2, 1.4f);
429                 //wield_rotation.X -= frac * 15.0 * pow(ratiothing2, 1.4f);
430                 //wield_rotation.Z += frac * 15.0 * pow(ratiothing2, 1.0f);
431         }
432         if (m_digging_button != -1)
433         {
434                 f32 digfrac = m_digging_anim;
435                 wield_position.X -= 50 * sin(pow(digfrac, 0.8f) * M_PI);
436                 wield_position.Y += 24 * sin(digfrac * 1.8 * M_PI);
437                 wield_position.Z += 25 * 0.5;
438
439                 // Euler angles are PURE EVIL, so why not use quaternions?
440                 core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
441                 core::quaternion quat_end(v3f(80, 30, 100) * core::DEGTORAD);
442                 core::quaternion quat_slerp;
443                 quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI));
444                 quat_slerp.toEuler(wield_rotation);
445                 wield_rotation *= core::RADTODEG;
446         } else {
447                 f32 bobfrac = my_modf(m_view_bobbing_anim);
448                 wield_position.X -= sin(bobfrac*M_PI*2.0) * 3.0;
449                 wield_position.Y += sin(my_modf(bobfrac*2.0)*M_PI) * 3.0;
450         }
451         m_wieldnode->setPosition(wield_position);
452         m_wieldnode->setRotation(wield_rotation);
453
454         m_wieldnode->setColor(player->light_color);
455
456         // Set render distance
457         updateViewingRange();
458
459         // If the player is walking, swimming, or climbing,
460         // view bobbing is enabled and free_move is off,
461         // start (or continue) the view bobbing animation.
462         v3f speed = player->getSpeed();
463         const bool movement_XZ = hypot(speed.X, speed.Z) > BS;
464         const bool movement_Y = fabs(speed.Y) > BS;
465
466         const bool walking = movement_XZ && player->touching_ground;
467         const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
468         const bool climbing = movement_Y && player->is_climbing;
469         if ((walking || swimming || climbing) &&
470                         m_cache_view_bobbing &&
471                         (!g_settings->getBool("free_move") || !m_gamedef->checkLocalPrivilege("fly")))
472         {
473                 // Start animation
474                 m_view_bobbing_state = 1;
475                 m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
476         }
477         else if (m_view_bobbing_state == 1)
478         {
479                 // Stop animation
480                 m_view_bobbing_state = 2;
481                 m_view_bobbing_speed = 60;
482         }
483 }
484
485 void Camera::updateViewingRange()
486 {
487         if (m_draw_control.range_all) {
488                 m_cameranode->setFarValue(100000.0);
489                 return;
490         }
491
492         f32 viewing_range = g_settings->getFloat("viewing_range");
493         m_draw_control.wanted_range = viewing_range;
494         m_cameranode->setFarValue((viewing_range < 2000) ? 2000 * BS : viewing_range * BS);
495 }
496
497 void Camera::setDigging(s32 button)
498 {
499         if (m_digging_button == -1)
500                 m_digging_button = button;
501 }
502
503 void Camera::wield(const ItemStack &item)
504 {
505         if (item.name != m_wield_item_next.name) {
506                 m_wield_item_next = item;
507                 if (m_wield_change_timer > 0)
508                         m_wield_change_timer = -m_wield_change_timer;
509                 else if (m_wield_change_timer == 0)
510                         m_wield_change_timer = -0.001;
511         }
512 }
513
514 void Camera::drawWieldedTool(irr::core::matrix4* translation)
515 {
516         // Clear Z buffer so that the wielded tool stay in front of world geometry
517         m_wieldmgr->getVideoDriver()->clearZBuffer();
518
519         // Draw the wielded node (in a separate scene manager)
520         scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera();
521         cam->setAspectRatio(m_cameranode->getAspectRatio());
522         cam->setFOV(72.0*M_PI/180.0);
523         cam->setNearValue(10);
524         cam->setFarValue(1000);
525         if (translation != NULL)
526         {
527                 irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation();
528                 irr::core::vector3df focusPoint = (cam->getTarget()
529                                 - cam->getAbsolutePosition()).setLength(1)
530                                 + cam->getAbsolutePosition();
531
532                 irr::core::vector3df camera_pos =
533                                 (startMatrix * *translation).getTranslation();
534                 cam->setPosition(camera_pos);
535                 cam->setTarget(focusPoint);
536         }
537         m_wieldmgr->drawAll();
538 }
539
540 void Camera::drawNametags()
541 {
542         core::matrix4 trans = m_cameranode->getProjectionMatrix();
543         trans *= m_cameranode->getViewMatrix();
544
545         for (std::list<Nametag *>::const_iterator
546                         i = m_nametags.begin();
547                         i != m_nametags.end(); ++i) {
548                 Nametag *nametag = *i;
549                 if (nametag->nametag_color.getAlpha() == 0) {
550                         // Enforce hiding nametag,
551                         // because if freetype is enabled, a grey
552                         // shadow can remain.
553                         continue;
554                 }
555                 v3f pos = nametag->parent_node->getPosition() + v3f(0.0, 1.1 * BS, 0.0);
556                 f32 transformed_pos[4] = { pos.X, pos.Y, pos.Z, 1.0f };
557                 trans.multiplyWith1x4Matrix(transformed_pos);
558                 if (transformed_pos[3] > 0) {
559                         core::dimension2d<u32> textsize =
560                                 g_fontengine->getFont()->getDimension(
561                                 utf8_to_wide(nametag->nametag_text).c_str());
562                         f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
563                                 core::reciprocal(transformed_pos[3]);
564                         v2u32 screensize = m_driver->getScreenSize();
565                         v2s32 screen_pos;
566                         screen_pos.X = screensize.X *
567                                 (0.5 * transformed_pos[0] * zDiv + 0.5) - textsize.Width / 2;
568                         screen_pos.Y = screensize.Y *
569                                 (0.5 - transformed_pos[1] * zDiv * 0.5) - textsize.Height / 2;
570                         core::rect<s32> size(0, 0, textsize.Width, textsize.Height);
571                         g_fontengine->getFont()->draw(utf8_to_wide(nametag->nametag_text).c_str(),
572                                         size + screen_pos, nametag->nametag_color);
573                 }
574         }
575 }
576
577 Nametag *Camera::addNametag(scene::ISceneNode *parent_node,
578                 std::string nametag_text, video::SColor nametag_color)
579 {
580         Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color);
581         m_nametags.push_back(nametag);
582         return nametag;
583 }
584
585 void Camera::removeNametag(Nametag *nametag)
586 {
587         m_nametags.remove(nametag);
588         delete nametag;
589 }