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@@ -602,15 +602,17 @@
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// if the particles will always face the camera
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if (this.billboard) {
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+ this.mesh.computeWorldMatrix(true);
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// compute the camera position and un-rotate it by the current mesh rotation
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if (this.mesh._worldMatrix.decompose(this._scale, this._quaternion, this._translation)) {
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this._quaternionToRotationMatrix();
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this._rotMatrix.invertToRef(this._invertMatrix);
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this._camera._currentTarget.subtractToRef(this._camera.globalPosition, this._camDir);
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- Vector3.TransformCoordinatesToRef(this._camDir, this._invertMatrix, this._cam_axisZ);
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+ Vector3.TransformNormalToRef(this._camDir, this._invertMatrix, this._cam_axisZ);
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this._cam_axisZ.normalize();
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- // set two orthogonal vectors (_cam_axisX and and _cam_axisY) to the rotated camDir axis (_cam_axisZ)
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- Vector3.CrossToRef(this._cam_axisZ, this._axisX, this._cam_axisY);
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+ // same for camera up vector extracted from the cam view matrix
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+ var view = this._camera.getViewMatrix(true);
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+ Vector3.TransformNormalFromFloatsToRef(view.m[1], view.m[5], view.m[9], this._invertMatrix, this._cam_axisY);
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Vector3.CrossToRef(this._cam_axisY, this._cam_axisZ, this._cam_axisX);
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this._cam_axisY.normalize();
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this._cam_axisX.normalize();
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