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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 rokov pred
rodič
commit
64d167a824
2 zmenil súbory, kde vykonal 9 pridanie a 4 odobranie
  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();
         }