Jelajahi Sumber

remove laser pointer prepend

Trevor Baron 7 tahun lalu
induk
melakukan
0b6a0e1d3c

+ 1 - 1
dist/preview release/what's new.md

@@ -66,7 +66,7 @@
 - Added `RawCubeTexture` class with RGBD and mipmap support ([bghgary](http://www.github.com/bghgary))
 - Added effect layer per rendering group addressing [Issue 4463](https://github.com/BabylonJS/Babylon.js/issues/4463) ([sebavan](http://www.github.com/sebavan))
 - Added predicate function `targetMask` argument to `scene.beginWeightedAnimation`, `scene.beginAnimation`, `scene.stopAnimation`, and `animatable.stop` to allow for selective application of animations.  ([fmmoret](http://github.com/fmmoret))
-- Oculus GO and GearVR 3dof controllers will now rotate with the user if they turn around in their room ([TrevorDev](https://github.com/TrevorDev))
+- Oculus GO and GearVR 3dof controllers will now rotate with the user's head if they turn around in their room ([TrevorDev](https://github.com/TrevorDev))
 - Added onPoseUpdatedFromDeviceObservable to webVRCamera to detect when the camera's pose has been updated ([TrevorDev](https://github.com/TrevorDev))
 
 ### glTF Loader

+ 1 - 3
src/Cameras/VR/babylon.vrExperienceHelper.ts

@@ -167,7 +167,6 @@ module BABYLON {
 
         public _setLaserPointerParent(mesh:AbstractMesh){
             var makeNotPick = (root: AbstractMesh) => {
-                root.name += " laserPointer";
                 root.isPickable = false;
                 root.getChildMeshes().forEach((c) => {
                     makeNotPick(c);
@@ -931,8 +930,7 @@ module BABYLON {
                 this._raySelectionPredicate = (mesh) => {
                     if (this._isTeleportationFloor(mesh) || (mesh.name.indexOf("gazeTracker") === -1
                         && mesh.name.indexOf("teleportationTarget") === -1
-                        && mesh.name.indexOf("torusTeleportation") === -1
-                        && mesh.name.indexOf("laserPointer") === -1)) {
+                        && mesh.name.indexOf("torusTeleportation") === -1)) {
                         return this.raySelectionPredicate(mesh);
                     }
                     return false;