Forráskód Böngészése

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 éve
szülő
commit
64d167a824
2 módosított fájl, 9 hozzáadás és 4 törlés
  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();
         }