Pārlūkot izejas kodu

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 gadi atpakaļ
vecāks
revīzija
64d167a824
2 mainītis faili ar 9 papildinājumiem un 4 dzēšanām
  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();
         }