MackeyK24 Posted November 14, 2017 Share Posted November 14, 2017 Just an FYI to whoever I get this error for my components using AbstractMesh: Assets/[App]/babylon.scenecomponents.ts(469,21): error TS2322: Type 'TransformNode' is not assignable to type 'AbstractMesh'. Property '_facetPositions' is missing in type 'TransformNode'. Assets/[App]/babylon.scenecomponents.ts(471,21): error TS2322: Type 'TransformNode' is not assignable to type 'AbstractMesh'. Assets/[App]/babylon.scenecomponents.ts(473,21): error TS2322: Type 'TransformNode' is not assignable to type 'AbstractMesh'. Assets/[App]/babylon.scenecomponents.ts(475,21): error TS2322: Type 'TransformNode' is not assignable to type 'AbstractMesh'. Assets/[App]/babylon.scenecomponents.ts(477,21): error TS2322: Type 'TransformNode' is not assignable to type 'AbstractMesh'. Assets/[App]/babylon.scenecomponents.ts(479,21): error TS2322: Type 'TransformNode' is not assignable to type 'AbstractMesh'. Assets/[App]/babylon.scenecomponents.ts(490,17): error TS2322: Type 'TransformNode' is not assignable to type 'AbstractMesh'. I dont reference any TransformNode so it MUST be some internal Change to the AbstractMesh class Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted November 14, 2017 Share Posted November 14, 2017 Hello this is a change introduced recently. Just change your code to this: public rotate(x: number, y: number, z: number, order:BABYLON.RotateOrder = BABYLON.RotateOrder.ZXY):BABYLON.TransformNode{ var result:BABYLON.TransformNode= null; if (this._owned != null) { // Note: Z-X-Y is default Unity Rotation Order if (this._owned.rotationQuaternion == null) this._owned.rotationQuaternion = BABYLON.Quaternion.RotationYawPitchRoll(this._owned.rotation.y, this._owned.rotation.x, this._owned.rotation.z); if (order === BABYLON.RotateOrder.XYZ) { result = this._owned.addRotation(x, 0, 0).addRotation(0, y, 0).addRotation(0, 0, z); } else if (order === BABYLON.RotateOrder.XZY) { result = this._owned.addRotation(x, 0, 0).addRotation(0, 0, z).addRotation(0, y, 0); } else if (order === BABYLON.RotateOrder.ZXY) { result = this._owned.addRotation(0, 0, z).addRotation(x, 0, 0).addRotation(0, y, 0); } else if (order === BABYLON.RotateOrder.ZYX) { result = this._owned.addRotation(0, 0, z).addRotation(0, y, 0).addRotation(x, 0, 0); } else if (order === BABYLON.RotateOrder.YZX) { result = this._owned.addRotation(0, y, 0).addRotation(0, 0, z).addRotation(x, 0, 0); } else { result = this._owned.addRotation(x, y, z); // Note: Default Babylon Y-X-Z Rotate Order } } return result; } (just replace the two AbstractMesh refrerence to a TransformNode reference) Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted November 14, 2017 Author Share Posted November 14, 2017 Yo @Deltakosh Man Thanks... You are DA SHIT... (That a good thing) BTW... The 3.1 Beta is working pretty good so far... Cleaned up those performance hit it had one or two builds ago... I get my full 60FPS on Mac With Safari. Mac Sarfari is by far the most 'TOUCHY'. But with the beta 3.1 Beta its works great so far Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted November 14, 2017 Share Posted November 14, 2017 Really good news! Quote Link to comment Share on other sites More sharing options...
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