Revision Difference
cam.Start3D2D#561633
<function name="Start3D2D" parent="cam" type="libraryfunc">
	<description>
Sets up a new 2D rendering context. Must be finished by <page>cam.End3D2D</page>. This function pushes a new matrix onto the stack. (<page>cam.PushModelMatrix</page>)
Sets up the model transformation matrix to draw 2D content in 3D space and pushes it into the stack (<page>cam.PushModelMatrix</page>).
Matrix formula:
```
local m = Matrix()
m:SetAngles(angles)
m:SetTranslation(pos)
m:SetScale(Vector(scale, -scale, 1))
```
⤶
<rendercontext hook="true" type="2D"></rendercontext>⤶
<rendercontext hook="true" type="3D"></rendercontext>⤶
<warning>This should be closed by <page>cam.End3D2D</page> otherwise the game crashes</warning>⤶
<warning>This must be closed by <page>cam.End3D2D</page>. If not done so, unexpected issues might arise.</warning>⤶
	</description>
	<realm>Client</realm>
	<args>
		<arg name="pos" type="Vector">Origin of the 3D2D context, ie. the top left corner, (0, 0).</arg>
		<arg name="angles" type="Angle">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)).</arg>
		<arg name="scale" type="number">The scale of the render context.
If scale is 1 then 1 pixel in 2D context will equal to 1 unit in 3D context.</arg>
	</args>
</function>
<example>
<description>Makes a floating rectangle with text above where the player is looking at, pointing at the player</description>
<code>
hook.Add("PostDrawOpaqueRenderables", "example", function()
	-- Get the game's camera angles⤶
	local angle = EyeAngles()
	-- 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 )
⤶
	-- A trace just for a position⤶
	local trace = LocalPlayer():GetEyeTrace()⤶
	local pos = trace.HitPos⤶
	-- Raise the hitpos off the ground by 20 units and apply some animation⤶
	pos = pos + Vector( 0, 0, math.cos( CurTime() / 2 ) + 20 )
	-- Notice the scale is small, so text looks crispier⤶
	cam.Start3D2D( pos, angle, 0.1 )
		-- Get the size of the text we are about to draw⤶
		local text = "Testing"⤶
		surface.SetFont( "Default" )⤶
		local tW, tH = surface.GetTextSize( "Testing" )⤶
⤶
		-- This defines amount of padding for the box around the text⤶
		local pad = 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, 255 )
		surface.DrawRect( -tW / 2 - pad, -pad, tW + pad * 2, tH + pad * 2 )
		-- Draw some text
		draw.SimpleText( "Testing", "Default", -tW / 2, 0, color_white )⤶
	cam.End3D2D()⤶
⤶
surface.CreateFont( "PlayerTagFont", {
	font = "Arial",⤶
	size = 72,
} )
⤶
hook.Add( "PostDrawOpaqueRenderables", "player_name_tags", function()
	for id, ply in player.Iterator() do⤶
⤶
		-- Player too far, don't bother⤶
		if ( ply:GetPos():Distance( EyePos() ) > 512 ) then continue end⤶
⤶
		-- Player is the local player in the first person, don't bother⤶
		if ( ply == LocalPlayer() ) then continue 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, 200 )⤶
			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⤶
end )
</code>
	<output>⤶
<image src="70c/8dc53c0087ef97a.png" size="928654" name="image.png" />⤶
</output>⤶
</example>
<example>
<description>An example on how to correctly rotate and position 3D2D "screen" attached to a prop.</description>⤶
	<code>
hook.Add("PostDrawOpaqueRenderables", "example", function()
	local trace = LocalPlayer():GetEyeTrace()
	local angle = trace.HitNormal:Angle()
		⤶
	render.DrawLine( trace.HitPos, trace.HitPos + 8 * angle:Forward(), Color( 255, 0, 0 ), true )
	render.DrawLine( trace.HitPos, trace.HitPos + 8 * -angle:Right(), Color( 0, 255, 0 ), true )
	render.DrawLine( trace.HitPos, trace.HitPos + 8 * angle:Up(), Color( 0, 0, 255 ), true )
		
	cam.Start3D2D( trace.HitPos, angle, 1 )⤶
		surface.SetDrawColor( 255, 165, 0, 255 )⤶
		surface.DrawRect( 0, 0, 8, 8 )⤶
		render.DrawLine( Vector( 0, 0, 0 ), Vector( 8, 8, 8 ), Color( 100, 149, 237, 255 ), true )⤶
⤶
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 )⤶
end⤶
	</code>
	<output><image src="cam.Start3D2D_example_1.png"/></output>⤶
	<output>⤶
<image src="70c/8dc53be7f864914.png" size="608035" name="image.png" />⤶
</output>⤶
</example>
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