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Rotation gizmos with non uniform scaling #13240
Rotation gizmos with non uniform scaling #13240
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Please make sure to label your PR with "bug", "new feature" or "breaking change" label(s). |
Please make sure to label your PR with "bug", "new feature" or "breaking change" label(s). |
Snapshot stored with reference name: Test environment: To test a playground add it to the URL, for example: https://babylonsnapshots.z22.web.core.windows.net/refs/pull/13240/merge/index.html#WGZLGJ#4600 Links to test babylon tools with this snapshot: https://playground.babylonjs.com/?snapshot=refs/pull/13240/merge To test the snapshot in the playground with a playground ID add it after the snapshot query string: https://playground.babylonjs.com/?snapshot=refs/pull/13240/merge#BCU1XR#0 |
… nonUniformScalingGizmo
* Rotation gizmos with non uniform scaling * code format * epsilon import * tmpvectors and less GC Co-authored-by: Cedric Guillemet <ceguille@microsoft.com> Former-commit-id: 1828deb5934eeda962e770b44bbc9c45bf2129a2
fixes #13112
Using rotation gizmo with non uniform scaling is a problem because gizmos work on nodes + world matrix and it's not possible in the case of
updateGizmoRotationToMatchAttachedMesh
to decompose/recompose properly the world matrix.In that case, a warning is displayed.
Otherwise, the rotation amount is applied in the correct order on the world matrix and the rest of the operations can be done without issue.
If anyone finds a way to circumvent the warning and apply the rotation, I'm all ears :)