X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fcamera.cpp;h=7e83dadebf949ef6010a24f197df51a493e373e4;hb=f151b2322003bbc89c2cd3c603ef1e1ab9d46439;hp=138b022c049208ec07a788e8daa7db15310e5f0d;hpb=c1bf6f9f7a6d2c5bd743422593a5ec72939bc6af;p=dragonfireclient.git diff --git a/src/camera.cpp b/src/camera.cpp index 138b022c0..7e83dadeb 100644 --- a/src/camera.cpp +++ b/src/camera.cpp @@ -20,59 +20,60 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "camera.h" #include "debug.h" #include "client.h" -#include "main.h" // for g_settings #include "map.h" -#include "clientmap.h" // MapDrawControl -#include "mesh.h" +#include "clientmap.h" // MapDrawControl #include "player.h" -#include "tile.h" #include #include "settings.h" -#include "itemdef.h" // For wield visualization -#include "noise.h" // easeCurve -#include "gamedef.h" +#include "wieldmesh.h" +#include "noise.h" // easeCurve #include "sound.h" #include "event.h" +#include "profiler.h" #include "util/numeric.h" -#include "util/mathconstants.h" +#include "constants.h" +#include "fontengine.h" + +#define CAMERA_OFFSET_STEP 200 + +#include "nodedef.h" Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control, - IGameDef *gamedef): - m_smgr(smgr), + Client *client): m_playernode(NULL), m_headnode(NULL), m_cameranode(NULL), m_wieldmgr(NULL), m_wieldnode(NULL), - m_wieldlight(0), m_draw_control(draw_control), - m_gamedef(gamedef), + m_client(client), m_camera_position(0,0,0), m_camera_direction(0,0,0), + m_camera_offset(0,0,0), m_aspect(1.0), m_fov_x(1.0), m_fov_y(1.0), - m_added_frametime(0), - m_added_frames(0), - m_range_old(0), - m_frametime_old(0), - m_frametime_counter(0), - m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range - m_view_bobbing_anim(0), m_view_bobbing_state(0), m_view_bobbing_speed(0), + m_view_bobbing_fall(0), m_digging_anim(0), - m_digging_button(-1) + m_digging_button(-1), + + m_wield_change_timer(0.125), + m_wield_item_next(), + + m_camera_mode(CAMERA_MODE_FIRST) { - //dstream<<__FUNCTION_NAME<getVideoDriver(); // 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()); @@ -84,43 +85,48 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control, // all other 3D scene nodes and before the GUI. m_wieldmgr = smgr->createNewSceneManager(); m_wieldmgr->addCameraSceneNode(); - m_wieldnode = m_wieldmgr->addMeshSceneNode(createCubeMesh(v3f(1,1,1)), NULL); // need a dummy mesh + m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), 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"); + m_cache_fov = g_settings->getFloat("fov"); + m_cache_zoom_fov = g_settings->getFloat("zoom_fov"); + m_cache_view_bobbing = g_settings->getBool("view_bobbing"); + m_nametags.clear(); } Camera::~Camera() { - m_wieldnode->setMesh(NULL); m_wieldmgr->drop(); } -bool Camera::successfullyCreated(std::wstring& error_message) +bool Camera::successfullyCreated(std::string &error_message) { - if (m_playernode == NULL) - { - error_message = L"Failed to create the player scene node"; - return false; - } - if (m_headnode == NULL) - { - error_message = L"Failed to create the head scene node"; - return false; - } - if (m_cameranode == NULL) - { - error_message = L"Failed to create the camera scene node"; - return false; - } - if (m_wieldmgr == NULL) - { - error_message = L"Failed to create the wielded item scene manager"; - return false; - } - if (m_wieldnode == NULL) - { - error_message = L"Failed to create the wielded item scene node"; - return false; + 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(); } - return true; + return error_message.empty(); } // Returns the fractional part of x @@ -132,57 +138,56 @@ inline f32 my_modf(f32 x) 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) - { -#if 0 + if (m_view_bobbing_state == 2) { // Animation is getting turned off - if (m_view_bobbing_anim < 0.5) + if (m_view_bobbing_anim < 0.25) { m_view_bobbing_anim -= offset; - else + } else if (m_view_bobbing_anim > 0.75) { m_view_bobbing_anim += offset; - if (m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1) - { - m_view_bobbing_anim = 0; - m_view_bobbing_state = 0; } -#endif -#if 1 - // 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){ + + if (m_view_bobbing_anim < 0.5) { m_view_bobbing_anim += offset; - if(m_view_bobbing_anim > 0.5) + 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) + 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) - { + + 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; } -#endif } - else - { + 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){ + if(step) { MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep"); - m_gamedef->event()->put(e); + m_client->event()->put(e); } } } @@ -200,19 +205,20 @@ void Camera::step(f32 dtime) float lim = 0.15; if(m_digging_anim_was < lim && m_digging_anim >= lim) { - if(m_digging_button == 0){ + if(m_digging_button == 0) + { MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft"); - m_gamedef->event()->put(e); - } else if(m_digging_button == 1){ + m_client->event()->put(e); + } else if(m_digging_button == 1) { MtEvent *e = new SimpleTriggerEvent("CameraPunchRight"); - m_gamedef->event()->put(e); + m_client->event()->put(e); } } } } -void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize, - f32 tool_reload_ratio) +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 @@ -235,11 +241,37 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize, m_playernode->setRotation(v3f(0, -1 * player->getYaw(), 0)); m_playernode->updateAbsolutePosition(); - //Get camera tilt timer (hurt animation) + // 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(player->getEyeOffset()+v3f(0,cameratilt*-player->hurt_tilt_strength,0)); + 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(); @@ -248,7 +280,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize, v3f rel_cam_target = v3f(0,0,1); v3f rel_cam_up = v3f(0,1,0); - if (m_view_bobbing_anim != 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; @@ -267,7 +299,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize, //rel_cam_target += 0.03 * bobvec; //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * M_PI); float f = 1.0; - f *= g_settings->getFloat("view_bobbing_amount"); + f *= m_cache_view_bobbing_amount; rel_cam_pos += bobvec * f; //rel_cam_target += 0.995 * bobvec * f; rel_cam_target += bobvec * f; @@ -297,33 +329,92 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize, 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_client->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(m_camera_position); + 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(m_camera_position + 100 * m_camera_direction); - - // Get FOV setting - f32 fov_degrees = g_settings->getFloat("fov"); - fov_degrees = MYMAX(fov_degrees, 10.0); - fov_degrees = MYMIN(fov_degrees, 170.0); + 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 + f32 fov_degrees; + if (player->getPlayerControl().zoom && m_client->checkLocalPrivilege("zoom")) { + fov_degrees = m_cache_zoom_fov; + } else { + fov_degrees = m_cache_fov; + } + fov_degrees = rangelim(fov_degrees, 7.0, 160.0); // FOV and aspect ratio - m_aspect = (f32)screensize.X / (f32) screensize.Y; + 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))); - // WTF is this? It can't be right - m_fov_x = 2 * atan(0.5 * m_aspect * tan(m_fov_y)); + m_fov_x = 2 * atan(m_aspect * tan(0.5 * m_fov_y)); m_cameranode->setAspectRatio(m_aspect); m_cameranode->setFOV(m_fov_y); + float wieldmesh_offset_Y = -35 + player->getPitch() * 0.05; + wieldmesh_offset_Y = rangelim(wieldmesh_offset_Y, -52, -32); + // Position the wielded item //v3f wield_position = v3f(45, -35, 65); - v3f wield_position = v3f(55, -35, 65); + v3f wield_position = v3f(55, wieldmesh_offset_Y, 65); //v3f wield_rotation = v3f(-100, 120, -100); v3f wield_rotation = v3f(-100, 120, -100); - if(m_digging_anim < 0.05 || m_digging_anim > 0.5){ + 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); @@ -344,7 +435,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize, 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); @@ -352,32 +443,36 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize, quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * M_PI)); quat_slerp.toEuler(wield_rotation); wield_rotation *= core::RADTODEG; - } - else { + } 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_wieldlight = player->light; - // Render distance feedback loop - updateViewingRange(frametime); + m_wieldnode->setColor(player->light_color); - // If the player seems to be walking on solid ground, + // 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(); - if ((hypot(speed.X, speed.Z) > BS) && - (player->touching_ground) && - (g_settings->getBool("view_bobbing") == true) && - (g_settings->getBool("free_move") == false || - !m_gamedef->checkLocalPrivilege("fly"))) + 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_client->checkLocalPrivilege("fly"))) { // Start animation m_view_bobbing_state = 1; - m_view_bobbing_speed = MYMIN(speed.getLength(), 40); + m_view_bobbing_speed = MYMIN(speed.getLength(), 70); } else if (m_view_bobbing_state == 1) { @@ -387,142 +482,15 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize, } } -void Camera::updateViewingRange(f32 frametime_in) +void Camera::updateViewingRange() { - if (m_draw_control.range_all) - return; - - m_added_frametime += frametime_in; - m_added_frames += 1; - - // Actually this counter kind of sucks because frametime is busytime - m_frametime_counter -= frametime_in; - if (m_frametime_counter > 0) + f32 viewing_range = g_settings->getFloat("viewing_range"); + m_draw_control.wanted_range = viewing_range; + if (m_draw_control.range_all) { + m_cameranode->setFarValue(100000.0); return; - m_frametime_counter = 0.2; - - /*dstream<<__FUNCTION_NAME - <<": Collected "<getS16("viewing_range_nodes_max"); - viewing_range_max = MYMAX(viewing_range_min, viewing_range_max); - - // Immediately apply hard limits - if(m_draw_control.wanted_range < viewing_range_min) - m_draw_control.wanted_range = viewing_range_min; - if(m_draw_control.wanted_range > viewing_range_max) - m_draw_control.wanted_range = viewing_range_max; - - // Just so big a value that everything rendered is visible - // Some more allowance than viewing_range_max * BS because of clouds, - // active objects, etc. - if(viewing_range_max < 200*BS) - m_cameranode->setFarValue(200 * BS * 10); - else - m_cameranode->setFarValue(viewing_range_max * BS * 10); - - f32 wanted_fps = g_settings->getFloat("wanted_fps"); - wanted_fps = MYMAX(wanted_fps, 1.0); - f32 wanted_frametime = 1.0 / wanted_fps; - - m_draw_control.wanted_min_range = viewing_range_min; - m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1; - if (m_draw_control.wanted_max_blocks < 10) - m_draw_control.wanted_max_blocks = 10; - - f32 block_draw_ratio = 1.0; - if (m_draw_control.blocks_would_have_drawn != 0) - { - block_draw_ratio = (f32)m_draw_control.blocks_drawn - / (f32)m_draw_control.blocks_would_have_drawn; } - - // Calculate the average frametime in the case that all wanted - // blocks had been drawn - f32 frametime = m_added_frametime / m_added_frames / block_draw_ratio; - - m_added_frametime = 0.0; - m_added_frames = 0; - - f32 wanted_frametime_change = wanted_frametime - frametime; - //dstream<<"wanted_frametime_change="<setFarValue((viewing_range < 2000) ? 2000 * BS : viewing_range * BS); } void Camera::setDigging(s32 button) @@ -533,34 +501,89 @@ void Camera::setDigging(s32 button) void Camera::wield(const ItemStack &item) { - IItemDefManager *idef = m_gamedef->idef(); - scene::IMesh *wield_mesh = idef->getWieldMesh(item.getDefinition(idef).name, m_gamedef); - if(wield_mesh) - { - m_wieldnode->setMesh(wield_mesh); - m_wieldnode->setVisible(true); - } - else - { - m_wieldnode->setVisible(false); + 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() +void Camera::drawWieldedTool(irr::core::matrix4* translation) { - // Set vertex colors of wield mesh according to light level - u8 li = m_wieldlight; - video::SColor color(255,li,li,li); - setMeshColor(m_wieldnode->getMesh(), color); - - // Clear Z buffer + // 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(0.1); - cam->setFarValue(100); + cam->setNearValue(10); + cam->setFarValue(1000); + if (translation != NULL) + { + irr::core::matrix4 startMatrix = cam->getAbsoluteTransformation(); + irr::core::vector3df focusPoint = (cam->getTarget() + - cam->getAbsolutePosition()).setLength(1) + + cam->getAbsolutePosition(); + + irr::core::vector3df camera_pos = + (startMatrix * *translation).getTranslation(); + cam->setPosition(camera_pos); + cam->setTarget(focusPoint); + } m_wieldmgr->drawAll(); } + +void Camera::drawNametags() +{ + core::matrix4 trans = m_cameranode->getProjectionMatrix(); + trans *= m_cameranode->getViewMatrix(); + + for (std::list::const_iterator + i = m_nametags.begin(); + i != m_nametags.end(); ++i) { + Nametag *nametag = *i; + if (nametag->nametag_color.getAlpha() == 0) { + // Enforce hiding nametag, + // because if freetype is enabled, a grey + // shadow can remain. + continue; + } + v3f pos = nametag->parent_node->getAbsolutePosition() + 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 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 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; +}