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@@ -1657,7 +1657,9 @@ var BABYLON;
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return new Quaternion(array[offset], array[offset + 1], array[offset + 2], array[offset + 3]);
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};
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Quaternion.RotationYawPitchRoll = function (yaw, pitch, roll) {
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- return Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, new Quaternion());
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+ var q = new Quaternion();
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+ Quaternion.RotationYawPitchRollToRef(yaw, pitch, roll, q);
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+ return q;
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};
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Quaternion.RotationYawPitchRollToRef = function (yaw, pitch, roll, result) {
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// Produces a quaternion from Euler angles in the z-y-x orientation (Tait-Bryan angles)
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@@ -1674,7 +1676,6 @@ var BABYLON;
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result.y = (sinYaw * cosPitch * cosRoll) - (cosYaw * sinPitch * sinRoll);
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result.z = (cosYaw * cosPitch * sinRoll) - (sinYaw * sinPitch * cosRoll);
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result.w = (cosYaw * cosPitch * cosRoll) + (sinYaw * sinPitch * sinRoll);
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- return result;
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};
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Quaternion.RotationAlphaBetaGamma = function (alpha, beta, gamma) {
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var result = new Quaternion();
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