Draw the Camera gizmo more accurately

The Camera gizmo no longer looks twice as wide as it actually is.
This fixes #16399.

(cherry picked from commit 0d7d293889)
This commit is contained in:
Hugo Locurcio 2018-02-04 23:28:04 +01:00 committed by Hein-Pieter van Braam
parent a0e9d751a3
commit fda35b3f42
1 changed files with 3 additions and 2 deletions

View File

@ -1121,7 +1121,7 @@ void CameraSpatialGizmo::set_handle(int p_idx, Camera *p_camera, const Point2 &p
if (camera->get_projection() == Camera::PROJECTION_PERSPECTIVE) { if (camera->get_projection() == Camera::PROJECTION_PERSPECTIVE) {
Transform gt = camera->get_global_transform(); Transform gt = camera->get_global_transform();
float a = _find_closest_angle_to_half_pi_arc(s[0], s[1], 1.0, gt); float a = _find_closest_angle_to_half_pi_arc(s[0], s[1], 1.0, gt);
camera->set("fov", a); camera->set("fov", a * 2.0);
} else { } else {
Vector3 ra, rb; Vector3 ra, rb;
@ -1178,7 +1178,8 @@ void CameraSpatialGizmo::redraw() {
case Camera::PROJECTION_PERSPECTIVE: { case Camera::PROJECTION_PERSPECTIVE: {
float fov = camera->get_fov(); // The real FOV is halved for accurate representation
float fov = camera->get_fov() / 2.0;
Vector3 side = Vector3(Math::sin(Math::deg2rad(fov)), 0, -Math::cos(Math::deg2rad(fov))); Vector3 side = Vector3(Math::sin(Math::deg2rad(fov)), 0, -Math::cos(Math::deg2rad(fov)));
Vector3 nside = side; Vector3 nside = side;