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@@ -33,7 +33,7 @@ module BABYLON {
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var deltaPosition = mesh.position.subtract(bbox.center);
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//calculate rotation to fit Oimo's needs (Euler...)
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- var rot = new OIMO.Euler().setFromQuaternion({ x: mesh.rotationQuaternion.x, y: mesh.rotationQuaternion.y, z: mesh.rotationQuaternion.z, s: mesh.rotationQuaternion.w });
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+ var rot = new OIMO.Euler().setFromQuaternion({ x: mesh.rotationQuaternion.x, y: mesh.rotationQuaternion.y, z: mesh.rotationQuaternion.z, s: mesh.rotationQuaternion.w }, "YZX");
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//get the correct bounding box
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var oldQuaternion = mesh.rotationQuaternion;
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@@ -131,7 +131,7 @@ module BABYLON {
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});
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//Reset the body's rotation to be of the initial mesh's.
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- var rot = new OIMO.Euler().setFromQuaternion({ x: initialMesh.rotationQuaternion.x, y: initialMesh.rotationQuaternion.y, z: initialMesh.rotationQuaternion.z, s: initialMesh.rotationQuaternion.w });
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+ var rot = new OIMO.Euler().setFromQuaternion({ x: initialMesh.rotationQuaternion.x, y: initialMesh.rotationQuaternion.y, z: initialMesh.rotationQuaternion.z, s: initialMesh.rotationQuaternion.w }, "YZX");
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body.resetRotation(rot.x / OIMO.TO_RAD, rot.y / OIMO.TO_RAD, rot.z / OIMO.TO_RAD);
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@@ -153,7 +153,7 @@ module BABYLON {
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// We need the bounding box/sphere info to compute the physics body
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mesh.computeWorldMatrix(true);
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- var rot = new OIMO.Euler().setFromQuaternion({ x: mesh.rotationQuaternion.x, y: mesh.rotationQuaternion.y, z: mesh.rotationQuaternion.z, s: mesh.rotationQuaternion.w });
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+ var rot = new OIMO.Euler().setFromQuaternion({ x: mesh.rotationQuaternion.x, y: mesh.rotationQuaternion.y, z: mesh.rotationQuaternion.z, s: mesh.rotationQuaternion.w }, "YZX");
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var bodyParameters: any = {
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pos: [mesh.position.x, mesh.position.y, mesh.position.z],
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