cam.Start3D2D

cam.Start3D2D( Vector pos, Angle angles, number scale )

Description

Sets up the model transformation matrix to draw 2D content in 3D space and pushes it into the stack (cam.PushModelMatrix).

Matrix formula:

local m = Matrix() m:SetAngles(angles) m:SetTranslation(pos) m:SetScale(Vector(scale, -scale, 1))
This must be closed by cam.End3D2D. If not done so, unexpected issues might arise.

Arguments

1 Vector pos
Origin of the 3D2D context, ie. the top left corner, (0, 0).
2 Angle angles
Angles of the 3D2D context. +x in the 2d context corresponds to +x of the angle (its forward direction). +y in the 2d context corresponds to -y of the angle (its right direction).

If (dx, dy) are your desired (+x, +y) unit vectors, the angle you want is dx:AngleEx(dx:Cross(-dy)).

3 number scale
The scale of the render context. If scale is 1 then 1 pixel in 2D context will equal to 1 unit in 3D context.

Example

Makes a floating rectangle with text above where the player is looking at, pointing at the player

surface.CreateFont( "PlayerTagFont", { font = "Arial", size = 72, } ) hook.Add( "PostPlayerDraw", "player_name_tags", function(ply) -- Player too far, don't bother if ( ply:GetPos():Distance( EyePos() ) > 512 ) then return end -- Player is the local player in the first person, don't bother if ( ply == LocalPlayer() ) then return end -- Get the player position, and move it above their head. local pos = ply:GetPos() + ply:GetUp() * ( ply:OBBMaxs().z + 5 ) -- Apply some neat bobbing animation pos = pos + Vector( 0, 0, math.cos( CurTime() / 2 ) ) -- Get the angle between game's game and the target player local angle = ( pos - EyePos() ):GetNormalized():Angle() -- Only use the Yaw component of the angle angle = Angle( 0, angle.y, 0 ) -- Apply some animation to the angle angle.y = angle.y + math.sin( CurTime() ) * 10 -- Correct the angle so it points at the camera -- This is usually done by trial and error using Up(), Right() and Forward() axes angle:RotateAroundAxis( angle:Up(), -90 ) angle:RotateAroundAxis( angle:Forward(), 90 ) -- Notice the scale is small, so text looks crispier cam.Start3D2D( pos, angle, 0.05 ) -- Get the size of the text we are about to draw surface.SetFont( "PlayerTagFont" ) local tW, tH = surface.GetTextSize( ply:Nick() ) -- This defines amount of padding for the box around the text local padX = 20 local padY = 5 -- Draw a rectable. This has to be done before drawing the text, to prevent overlapping -- Notice how we start drawing in negative coordinates -- This is to make sure the 3d2d display rotates around our position by its center, not left corner surface.SetDrawColor( 0, 0, 0, 100 ) surface.DrawRect( -tW / 2 - padX, -padY, tW + padX * 2, tH + padY * 2 ) -- Draw some text draw.SimpleText( ply:Nick(), "PlayerTagFont", -tW / 2, 0, color_white ) cam.End3D2D() end )
Output:

Example

An example on how to correctly rotate and position 3D2D "screen" attached to a prop.

function ENT:Draw( flags ) self:DrawModel( flags ) local ang = self:GetAngles() -- Change these numbers to rotate the screen correctly for your model ang:RotateAroundAxis( self:GetUp(), 90 ) ang:RotateAroundAxis( self:GetRight(), -90 + 4.5 ) ang:RotateAroundAxis( self:GetForward(), 0 ) local pos = self:GetPos() -- Change these numbers to position the screen on your model pos = pos + self:GetForward() * 11.7 pos = pos + self:GetRight() * 9.69 pos = pos + self:GetUp() * 11.8 -- Higher the value, the better the resolution local resolution = 1.1 cam.Start3D2D( pos, ang, 0.05 / resolution ) -- Paint the background. Effectively a 388x320 pixel screen surface.SetDrawColor( 0, 0, 0, 255 ) surface.DrawRect( 0, 0, 388 * resolution, 320 * resolution ) -- Paint the content draw.SimpleText( "Loading GMod BIOS v0.9.....", "Default", 5, 5, color_white ) draw.SimpleText( "Fancy text..", "Default", 5, 16, color_white ) cam.End3D2D() end
Output: