X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fcamera.cpp;h=a64b903aea136528352d5b6f1358d2fecbd3b4b6;hb=0a83c42dfdf390cef75758096a481cdf8e2c828b;hp=e5954a5892c49f244a97bc1ad441e547b8fc49c6;hpb=bc2b8e9eefdb90295676881212bffe2852e01784;p=minetest.git diff --git a/src/camera.cpp b/src/camera.cpp index e5954a589..a64b903ae 100644 --- a/src/camera.cpp +++ b/src/camera.cpp @@ -20,68 +20,31 @@ 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 "clientmap.h" // MapDrawControl #include "player.h" #include +#include "client/renderingengine.h" #include "settings.h" #include "wieldmesh.h" -#include "noise.h" // easeCurve -#include "gamedef.h" +#include "noise.h" // easeCurve #include "sound.h" #include "event.h" -#include "profiler.h" +#include "nodedef.h" #include "util/numeric.h" -#include "util/mathconstants.h" #include "constants.h" +#include "fontengine.h" +#include "script/scripting_client.h" #define CAMERA_OFFSET_STEP 200 +#define WIELDMESH_OFFSET_X 55.0f +#define WIELDMESH_OFFSET_Y -35.0f -#include "nodedef.h" - -Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control, - IGameDef *gamedef): - m_playernode(NULL), - m_headnode(NULL), - m_cameranode(NULL), - - m_wieldmgr(NULL), - m_wieldnode(NULL), - +Camera::Camera(MapDrawControl &draw_control, Client *client): m_draw_control(draw_control), - m_gamedef(gamedef), - - 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_busytime(0), - m_added_frames(0), - m_range_old(0), - m_busytime_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_wield_change_timer(0.125), - m_wield_item_next(), - - m_camera_mode(CAMERA_MODE_FIRST) + m_client(client) { - //dstream<<__FUNCTION_NAME<addEmptySceneNode(smgr->getRootSceneNode()); @@ -93,10 +56,9 @@ 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 = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, true); - m_wieldnode->setItem(ItemStack(), m_gamedef); + m_wieldnode = new WieldMeshSceneNode(m_wieldmgr, -1, false); + m_wieldnode->setItem(ItemStack(), m_client); m_wieldnode->drop(); // m_wieldmgr grabbed it - m_wieldlightnode = m_wieldmgr->addLightSceneNode(NULL, v3f(0.0, 50.0, 0.0)); /* 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 @@ -109,9 +71,9 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control, */ m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount"); m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount"); - m_cache_wanted_fps = g_settings->getFloat("wanted_fps"); m_cache_fov = g_settings->getFloat("fov"); - m_cache_view_bobbing = g_settings->getBool("view_bobbing"); + m_arm_inertia = g_settings->getBool("arm_inertia"); + m_nametags.clear(); } Camera::~Camera() @@ -119,34 +81,26 @@ Camera::~Camera() 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_playernode) { + error_message = "Failed to create the player scene node"; + } else if (!m_headnode) { + error_message = "Failed to create the head scene node"; + } else if (!m_cameranode) { + error_message = "Failed to create the camera scene node"; + } else if (!m_wieldmgr) { + error_message = "Failed to create the wielded item scene manager"; + } else if (!m_wieldnode) { + error_message = "Failed to create the wielded item scene node"; + } else { + error_message.clear(); } - if (m_wieldnode == NULL) - { - error_message = L"Failed to create the wielded item scene node"; - return false; + + if (g_settings->getBool("enable_client_modding")) { + m_client->getScript()->on_camera_ready(this); } - return true; + return error_message.empty(); } // Returns the fractional part of x @@ -169,63 +123,45 @@ void Camera::step(f32 dtime) 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); + 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 - // Animation is getting turned off - if (m_view_bobbing_anim < 0.5) - m_view_bobbing_anim -= offset; - else - 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 + if (m_view_bobbing_state == 2) { // Animation is getting turned off - if(m_view_bobbing_anim < 0.25) - { + if (m_view_bobbing_anim < 0.25) { m_view_bobbing_anim -= offset; - } else if(m_view_bobbing_anim > 0.75) { + } 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); } } } @@ -246,17 +182,107 @@ void Camera::step(f32 dtime) if(m_digging_button == 0) { MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft"); - m_gamedef->event()->put(e); + 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, f32 busytime, - f32 tool_reload_ratio, ClientEnvironment &c_env) +static inline v2f dir(const v2f &pos_dist) +{ + f32 x = pos_dist.X - WIELDMESH_OFFSET_X; + f32 y = pos_dist.Y - WIELDMESH_OFFSET_Y; + + f32 x_abs = std::fabs(x); + f32 y_abs = std::fabs(y); + + if (x_abs >= y_abs) { + y *= (1.0f / x_abs); + x /= x_abs; + } + + if (y_abs >= x_abs) { + x *= (1.0f / y_abs); + y /= y_abs; + } + + return v2f(std::fabs(x), std::fabs(y)); +} + +void Camera::addArmInertia(f32 player_yaw) +{ + m_cam_vel.X = std::fabs(rangelim(m_last_cam_pos.X - player_yaw, + -100.0f, 100.0f) / 0.016f) * 0.01f; + m_cam_vel.Y = std::fabs((m_last_cam_pos.Y - m_camera_direction.Y) / 0.016f); + f32 gap_X = std::fabs(WIELDMESH_OFFSET_X - m_wieldmesh_offset.X); + f32 gap_Y = std::fabs(WIELDMESH_OFFSET_Y - m_wieldmesh_offset.Y); + + if (m_cam_vel.X > 1.0f || m_cam_vel.Y > 1.0f) { + /* + The arm moves relative to the camera speed, + with an acceleration factor. + */ + + if (m_cam_vel.X > 1.0f) { + if (m_cam_vel.X > m_cam_vel_old.X) + m_cam_vel_old.X = m_cam_vel.X; + + f32 acc_X = 0.12f * (m_cam_vel.X - (gap_X * 0.1f)); + m_wieldmesh_offset.X += m_last_cam_pos.X < player_yaw ? acc_X : -acc_X; + + if (m_last_cam_pos.X != player_yaw) + m_last_cam_pos.X = player_yaw; + + m_wieldmesh_offset.X = rangelim(m_wieldmesh_offset.X, + WIELDMESH_OFFSET_X - 7.0f, WIELDMESH_OFFSET_X + 7.0f); + } + + if (m_cam_vel.Y > 1.0f) { + if (m_cam_vel.Y > m_cam_vel_old.Y) + m_cam_vel_old.Y = m_cam_vel.Y; + + f32 acc_Y = 0.12f * (m_cam_vel.Y - (gap_Y * 0.1f)); + m_wieldmesh_offset.Y += + m_last_cam_pos.Y > m_camera_direction.Y ? acc_Y : -acc_Y; + + if (m_last_cam_pos.Y != m_camera_direction.Y) + m_last_cam_pos.Y = m_camera_direction.Y; + + m_wieldmesh_offset.Y = rangelim(m_wieldmesh_offset.Y, + WIELDMESH_OFFSET_Y - 10.0f, WIELDMESH_OFFSET_Y + 5.0f); + } + + m_arm_dir = dir(m_wieldmesh_offset); + } else { + /* + Now the arm gets back to its default position when the camera stops, + following a vector, with a smooth deceleration factor. + */ + + f32 dec_X = 0.12f * (m_cam_vel_old.X * (1.0f + + (1.0f - m_arm_dir.X))) * (gap_X / 20.0f); + + f32 dec_Y = 0.06f * (m_cam_vel_old.Y * (1.0f + + (1.0f - m_arm_dir.Y))) * (gap_Y / 15.0f); + + if (gap_X < 0.1f) + m_cam_vel_old.X = 0.0f; + + m_wieldmesh_offset.X -= + m_wieldmesh_offset.X > WIELDMESH_OFFSET_X ? dec_X : -dec_X; + + if (gap_Y < 0.1f) + m_cam_vel_old.Y = 0.0f; + + m_wieldmesh_offset.Y -= + m_wieldmesh_offset.Y > WIELDMESH_OFFSET_Y ? dec_Y : -dec_Y; + } +} + +void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_reload_ratio) { // Get player position // Smooth the movement when walking up stairs @@ -270,7 +296,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, { f32 oldy = old_player_position.Y; f32 newy = player_position.Y; - f32 t = exp(-10*frametime); + f32 t = exp(-23*frametime); player_position.Y = oldy * t + newy * (1-t); } @@ -307,7 +333,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, 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)); @@ -318,8 +344,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, 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) - { + if (m_cache_view_bobbing_amount != 0.0f && m_view_bobbing_anim != 0.0f && + m_camera_mode < CAMERA_MODE_THIRD) { f32 bobfrac = my_modf(m_view_bobbing_anim * 2); f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0; @@ -369,7 +395,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, // 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) { @@ -380,19 +406,19 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, // 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; + 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); + 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)); + INodeDefManager *nodemgr = m_client->ndef(); + MapNode n = m_client->getEnv().getClientMap() + .getNodeNoEx(floatToInt(my_cp, BS)); + const ContentFeatures& features = nodemgr->get(n); - if(features.walkable) - { + 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; @@ -413,7 +439,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, (((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); @@ -424,13 +450,19 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, 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); + // Get FOV + f32 fov_degrees; + // Disable zoom with zoom FOV = 0 + if (player->getPlayerControl().zoom && player->getZoomFOV() > 0.001f) { + fov_degrees = player->getZoomFOV(); + } else { + fov_degrees = m_cache_fov; + } + fov_degrees = rangelim(fov_degrees, 1.0f, 160.0f); // FOV and aspect ratio - m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().Y; + const v2u32 &window_size = RenderingEngine::get_instance()->getWindowSize(); + m_aspect = (f32) window_size.X / (f32) window_size.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))); @@ -438,9 +470,12 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, m_cameranode->setAspectRatio(m_aspect); m_cameranode->setFOV(m_fov_y); + if (m_arm_inertia) + addArmInertia(player->getYaw()); + // Position the wielded item //v3f wield_position = v3f(45, -35, 65); - v3f wield_position = v3f(55, -35, 65); + v3f wield_position = v3f(m_wieldmesh_offset.X, m_wieldmesh_offset.Y, 65); //v3f wield_rotation = v3f(-100, 120, -100); v3f wield_rotation = v3f(-100, 120, -100); wield_position.Y += fabs(m_wield_change_timer)*320 - 40; @@ -466,7 +501,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, 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); @@ -482,28 +517,26 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, m_wieldnode->setPosition(wield_position); m_wieldnode->setRotation(wield_rotation); - // Shine light upon the wield mesh - video::SColor black(255,0,0,0); - m_wieldmgr->setAmbientLight(player->light_color.getInterpolated(black, 0.7)); - m_wieldlightnode->getLightData().DiffuseColor = player->light_color.getInterpolated(black, 0.3); - m_wieldlightnode->setPosition(v3f(30+5*sin(2*player->getYaw()*M_PI/180), -50, 0)); + m_wieldnode->setColor(player->light_color); - // Render distance feedback loop - updateViewingRange(frametime, busytime); + // Set render distance + updateViewingRange(); - // If the player seems to be walking on solid ground, + // 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) && - (m_cache_view_bobbing == true) && - (g_settings->getBool("free_move") == false || - !m_gamedef->checkLocalPrivilege("fly"))) - { + const v3f &speed = player->getSpeed(); + const bool movement_XZ = hypot(speed.X, speed.Z) > BS; + const bool movement_Y = fabs(speed.Y) > BS; + + const bool walking = movement_XZ && player->touching_ground; + const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid; + const bool climbing = movement_Y && player->is_climbing; + if ((walking || swimming || climbing) && + (!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) { @@ -513,143 +546,18 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, } } -void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in) +void Camera::updateViewingRange() { - if (m_draw_control.range_all) - return; - - m_added_busytime += busytime_in; - m_added_frames += 1; - - m_frametime_counter -= frametime_in; - if (m_frametime_counter > 0) - return; - m_frametime_counter = 0.2; // Same as ClientMap::updateDrawList interval - - /*dstream<<__FUNCTION_NAME - <<": Collected "<getFloat("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 = m_cache_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_busytime / m_added_frames / block_draw_ratio; - - m_added_busytime = 0.0; - m_added_frames = 0; - - f32 wanted_frametime_change = wanted_frametime - frametime; - //dstream<<"wanted_frametime_change="<avg("wanted_frametime_change", wanted_frametime_change); + f32 viewing_range = g_settings->getFloat("viewing_range"); + f32 near_plane = g_settings->getFloat("near_plane"); - // If needed frametime change is small, just return - // This value was 0.4 for many months until 2011-10-18 by c55; - if (fabs(wanted_frametime_change) < wanted_frametime*0.33) - { - //dstream<<"ignoring small wanted_frametime_change"<setNearValue(rangelim(near_plane, 0.0f, 0.5f) * BS); + if (m_draw_control.range_all) { + m_cameranode->setFarValue(100000.0); return; } - - new_range += wanted_range_change; - - //f32 new_range_unclamped = new_range; - new_range = MYMAX(new_range, viewing_range_min); - new_range = MYMIN(new_range, viewing_range_max); - /*dstream<<"new_range="<setFarValue((viewing_range < 2000) ? 2000 * BS : viewing_range * BS); } void Camera::setDigging(s32 button) @@ -660,7 +568,8 @@ void Camera::setDigging(s32 button) void Camera::wield(const ItemStack &item) { - if (item.name != m_wield_item_next.name) { + 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; @@ -678,7 +587,7 @@ void Camera::drawWieldedTool(irr::core::matrix4* translation) scene::ICameraSceneNode* cam = m_wieldmgr->getActiveCamera(); cam->setAspectRatio(m_cameranode->getAspectRatio()); cam->setFOV(72.0*M_PI/180.0); - cam->setNearValue(0.1); + cam->setNearValue(10); cam->setFarValue(1000); if (translation != NULL) { @@ -694,3 +603,58 @@ void Camera::drawWieldedTool(irr::core::matrix4* translation) } 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() + nametag->nametag_pos * BS; + f32 transformed_pos[4] = { pos.X, pos.Y, pos.Z, 1.0f }; + trans.multiplyWith1x4Matrix(transformed_pos); + if (transformed_pos[3] > 0) { + std::wstring nametag_colorless = + unescape_translate(utf8_to_wide(nametag->nametag_text)); + core::dimension2d textsize = + g_fontengine->getFont()->getDimension( + nametag_colorless.c_str()); + f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f : + core::reciprocal(transformed_pos[3]); + v2u32 screensize = RenderingEngine::get_video_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( + translate_string(utf8_to_wide(nametag->nametag_text)).c_str(), + size + screen_pos, nametag->nametag_color); + } + } +} + +Nametag *Camera::addNametag(scene::ISceneNode *parent_node, + const std::string &nametag_text, video::SColor nametag_color, + const v3f &pos) +{ + Nametag *nametag = new Nametag(parent_node, nametag_text, nametag_color, pos); + m_nametags.push_back(nametag); + return nametag; +} + +void Camera::removeNametag(Nametag *nametag) +{ + m_nametags.remove(nametag); + delete nametag; +}