Switch Camera To Quaternion Rotation

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How to go about switch to quaternion rotation and keep the camera facing exact same position:


I tried this: = BABYLON.Quaternion.RotationYawPitchRoll(,,;


But the camera is looking down and NOT the same position it was

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Yo Thanks @adam as always :)


Heck.. man that fixed a lot of quaternion issues I was having with my Euler Functions... I didn't even notice I was transposing the Y and X ...


/** Returns a new Quaternion set from the passed Euler float angles (y, x, z). */
public euler(eulerX:number, eulerY:number, eulerZ:number) : BABYLON.Quaternion {
    return BABYLON.Quaternion.RotationYawPitchRoll(eulerY, eulerX, eulerZ);
public eulerToRef(eulerX:number, eulerY:number, eulerZ:number, result:BABYLON.Quaternion):void  {
    BABYLON.Quaternion.RotationYawPitchRollToRef(eulerY, eulerX, eulerZ, result);
/** Returns a new Matrix as a rotation matrix from the Euler angles (y, x, z). */
public matrix(eulerX:number, eulerY:number, eulerZ:number) : BABYLON.Matrix {
    return BABYLON.Matrix.RotationYawPitchRoll(eulerY, eulerX, eulerZ);
public matrixToRef(eulerX:number, eulerY:number, eulerZ:number, result:BABYLON.Matrix): void {
    BABYLON.Matrix.RotationYawPitchRollToRef(eulerY, eulerX, eulerZ, result);


I fixed them everything working now... Thanks

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