Fix UICanvas to face camera plane instead of camera position

#371
This commit is contained in:
Wojtek Figat
2021-03-23 10:25:31 +01:00
parent 16f81cc184
commit 934258aadb
2 changed files with 23 additions and 8 deletions

View File

@@ -697,6 +697,27 @@ namespace FlaxEngine
return result;
}
/// <summary>
/// Calculates the orientation from the direction vector.
/// </summary>
/// <param name="direction">The direction vector (normalized).</param>
/// <returns>The orientation.</returns>
public static Quaternion FromDirection(Vector3 direction)
{
Quaternion orientation;
if (Vector3.Dot(direction, Vector3.Up) >= 0.999f)
{
orientation = RotationAxis(Vector3.Left, Mathf.PiOverTwo);
}
else
{
Vector3 right = Vector3.Cross(direction, Vector3.Up);
Vector3 up = Vector3.Cross(right, direction);
orientation = LookRotation(direction, up);
}
return orientation;
}
/// <summary>
/// Performs a linear interpolation between two quaternions.
/// </summary>

View File

@@ -306,16 +306,13 @@ namespace FlaxEngine
{
var view = _editorTask.View;
var transform = Transform;
var cameraPosition = view.Position;
var cameraDirection = view.Direction;
var up = Vector3.Up;
Matrix.Translation(_guiRoot.Width * -0.5f, _guiRoot.Height * -0.5f, 0, out var m1);
Matrix.Scaling(ref transform.Scale, out var m2);
Matrix.Multiply(ref m1, ref m2, out var m3);
Quaternion.Euler(180, 180, 0, out var quat);
Matrix.RotationQuaternion(ref quat, out m2);
Matrix.Multiply(ref m3, ref m2, out m1);
Matrix.Billboard(ref transform.Translation, ref cameraPosition, ref up, ref cameraDirection, out m2);
m2 = Matrix.Transformation(Vector3.One, Quaternion.FromDirection(-view.Direction), transform.Translation);
Matrix.Multiply(ref m1, ref m2, out world);
}
else if (_renderMode == CanvasRenderMode.CameraSpace)
@@ -358,16 +355,13 @@ namespace FlaxEngine
{
// In 3D world face camera
var transform = Transform;
var cameraPosition = camera.Position;
var cameraDirection = camera.Direction;
var up = Vector3.Up;
Matrix.Translation(_guiRoot.Width * -0.5f, _guiRoot.Height * -0.5f, 0, out var m1);
Matrix.Scaling(ref transform.Scale, out var m2);
Matrix.Multiply(ref m1, ref m2, out var m3);
Quaternion.Euler(180, 180, 0, out var quat);
Matrix.RotationQuaternion(ref quat, out m2);
Matrix.Multiply(ref m3, ref m2, out m1);
Matrix.Billboard(ref transform.Translation, ref cameraPosition, ref up, ref cameraDirection, out m2);
m2 = Matrix.Transformation(Vector3.One, Quaternion.FromDirection(-camera.Direction), transform.Translation);
Matrix.Multiply(ref m1, ref m2, out world);
}
else if (_renderMode == CanvasRenderMode.CameraSpace && camera)