I have a quaternion that I want to ".set", not ".apply". I could get the world quaternion and calculate what I need to ".apply" to get what I want, but isn't it reasonable that ".set" should work?
In this code, trying the "scene.quaternion.set()" causes the scene to vanish.
"use strict"; let scene, camera, renderer, geometry, material, mesh, quaternion; scene = new THREE.Scene(); camera = new THREE.PerspectiveCamera( 40, 800/600, 0.1, 10 ); camera.position.z = 5; renderer = new THREE.WebGLRenderer(); renderer.setSize( 800, 600 ); document.body.appendChild( renderer.domElement ); geometry = new THREE.SphereGeometry(1); material = new THREE.MeshNormalMaterial( { wireframe:true } ); mesh = new THREE.Mesh( geometry, material ); scene.add( mesh ); quaternion = new THREE.Quaternion(0, .6, 0, .8); // the following statement causes the scene to vanish: // scene.quaternion.set(quaternion); renderer.render( scene, camera ); https://stackoverflow.com/questions/67051837/object3d-quaternion-setq-doesnt-work April 12, 2021 at 10:07AM
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