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UI text rotation and scaling fix #11326

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10 changes: 4 additions & 6 deletions crates/bevy_ui/src/render/mod.rs
Original file line number Diff line number Diff line change
Expand Up @@ -21,7 +21,6 @@ use crate::{
use bevy_app::prelude::*;
use bevy_asset::{load_internal_asset, AssetEvent, AssetId, Assets, Handle};
use bevy_ecs::prelude::*;
use bevy_math::Vec3Swizzles;
use bevy_math::{Mat4, Rect, URect, UVec4, Vec2, Vec3, Vec4Swizzles};
use bevy_render::{
camera::Camera,
Expand Down Expand Up @@ -636,19 +635,18 @@ pub fn extract_text_uinodes(
continue;
}

let mut affine = global_transform.affine();

// Align the text to the nearest physical pixel:
// * Translate by minus the text node's half-size
// (The transform translates to the center of the node but the text coordinates are relative to the node's top left corner)
// * Multiply the logical coordinates by the scale factor to get its position in physical coordinates
// * Round the physical position to the nearest physical pixel
// * Multiply by the rounded physical position by the inverse scale factor to return to logical coordinates
let logical_top_left = affine.translation.xy() - 0.5 * uinode.size();

let logical_top_left = -0.5 * uinode.size();
let physical_nearest_pixel = (logical_top_left * scale_factor).round();
let logical_top_left_nearest_pixel = physical_nearest_pixel * inverse_scale_factor;
affine.translation = logical_top_left_nearest_pixel.extend(0.).into();
let transform = Mat4::from(affine);
let transform = Mat4::from(global_transform.affine())
* Mat4::from_translation(logical_top_left_nearest_pixel.extend(0.));

let mut color = Color::WHITE;
let mut current_section = usize::MAX;
Expand Down