Revision Difference
cam.Start3D2D#562891
<function name="Start3D2D" parent="cam" type="libraryfunc">
<description>
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))
```
<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>
<description>Makes a floating rectangle with text above each player, pointing at the local player</description>
<code>
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
-- Get the angle between the local player 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 )
</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>
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
</code>
<output>
<image src="70c/8dc53be7f864914.png" size="608035" name="image.png" />
</output>
</example>