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@@ -429,9 +429,6 @@
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var oldPivot = mesh.getPivotMatrix() || Matrix.Translation(0, 0, 0);
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- //rotation is back
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- mesh.rotationQuaternion = rotationQuaternion;
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-
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//calculate the new center using a pivot (since this.BJSCANNON.js doesn't center height maps)
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var p = Matrix.Translation(boundingInfo.boundingBox.extendSizeWorld.x, 0, -boundingInfo.boundingBox.extendSizeWorld.z);
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mesh.setPivotMatrix(p);
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@@ -444,6 +441,8 @@
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//add it inverted to the delta
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this._tmpDeltaPosition.copyFrom(boundingInfo.boundingBox.centerWorld.subtract(c));
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this._tmpDeltaPosition.y += boundingInfo.boundingBox.extendSizeWorld.y;
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+ //rotation is back
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+ mesh.rotationQuaternion = rotationQuaternion;
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mesh.setPivotMatrix(oldPivot);
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mesh.computeWorldMatrix(true);
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