fix: update collider rotation to use Euler angles instead of raw quaternion values
This commit is contained in:
@@ -72,10 +72,12 @@ function ColliderInstance({ collider }: { collider: Collider }) {
|
||||
|
||||
const pos = ref.current.translation();
|
||||
const rot = ref.current.rotation();
|
||||
const q = new THREE.Quaternion(rot.x, rot.y, rot.z, rot.w);
|
||||
const euler = new THREE.Euler().setFromQuaternion(q, 'XYZ');
|
||||
|
||||
updateCollider(draggedId, {
|
||||
position: [pos.x, pos.y, pos.z],
|
||||
rotation: [rot.x, rot.y, rot.z],
|
||||
rotation: [euler.x, euler.y, euler.z],
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user