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quaternion inspection

Making sure quaternion already exists before initializing it. If it
doesn't the user will continue using the normal rotation object instead.
Raanan Weber 10 vuotta sitten
vanhempi
commit
64d167a824
2 muutettua tiedostoa jossa 9 lisäystä ja 4 poistoa
  1. 5 3
      src/Mesh/babylon.mesh.js
  2. 4 1
      src/Mesh/babylon.mesh.ts

+ 5 - 3
src/Mesh/babylon.mesh.js

@@ -795,7 +795,10 @@ var BABYLON;
             this.scaling.copyFromFloats(1, 1, 1);
             this.position.copyFromFloats(0, 0, 0);
             this.rotation.copyFromFloats(0, 0, 0);
-            this.rotationQuaternion = BABYLON.Quaternion.Identity();
+            //only if quaternion is already set
+            if(this.rotationQuaternion) {
+                this.rotationQuaternion = BABYLON.Quaternion.Identity();
+            }
             this._worldMatrix = BABYLON.Matrix.Identity();
         };
         // Cache
@@ -1725,5 +1728,4 @@ var BABYLON;
         return Mesh;
     })(BABYLON.AbstractMesh);
     BABYLON.Mesh = Mesh;
-})(BABYLON || (BABYLON = {}));
-//# sourceMappingURL=babylon.mesh.js.map
+})(BABYLON || (BABYLON = {}));

+ 4 - 1
src/Mesh/babylon.mesh.ts

@@ -921,7 +921,10 @@
             this.scaling.copyFromFloats(1, 1, 1);
             this.position.copyFromFloats(0, 0, 0);
             this.rotation.copyFromFloats(0, 0, 0);
-            this.rotationQuaternion = Quaternion.Identity();
+            //only if quaternion is already set
+            if(this.rotationQuaternion) {
+                this.rotationQuaternion = Quaternion.Identity();
+            }
             this._worldMatrix = Matrix.Identity();
         }