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Fixing right Touch 2nd trigger animation

davrous 8 年之前
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98ec113a89

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+ 1244 - 1244
dist/preview release/babylon.d.ts


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+ 36 - 36
dist/preview release/babylon.js


+ 4 - 1
dist/preview release/babylon.max.js

@@ -23387,6 +23387,8 @@ var BABYLON;
             if (this._buffer) {
                 return; // nothing to do
             }
+            // See spec, alignment must be filled as a vec4
+            this._fillAlignment(4);
             this._bufferData = new Float32Array(this._data);
             if (this._dynamic) {
                 this._buffer = this._engine.createDynamicUniformBuffer(this._bufferData);
@@ -46185,6 +46187,7 @@ var BABYLON;
         */
         OculusTouchController.prototype.handleButtonChange = function (buttonIdx, state, changes) {
             var notifyObject = state; //{ state: state, changes: changes };
+            var triggerDirection = this.hand === 'right' ? -1 : 1;
             switch (buttonIdx) {
                 case 0:
                     this.onPadStateChangedObservable.notifyObservers(notifyObject);
@@ -46199,7 +46202,7 @@ var BABYLON;
                     return;
                 case 2:
                     if (this._defaultModel) {
-                        (this._defaultModel.getChildren()[4]).position.x = notifyObject.value * 0.0035;
+                        (this._defaultModel.getChildren()[4]).position.x = triggerDirection * notifyObject.value * 0.0035;
                     }
                     this.onSecondaryTriggerStateChangedObservable.notifyObservers(notifyObject);
                     return;

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dist/preview release/babylon.module.d.ts


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dist/preview release/babylon.worker.js


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dist/preview release/canvas2D/babylon.canvas2d.min.js


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dist/preview release/inspector/babylon.inspector.bundle.js


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dist/preview release/inspector/babylon.inspector.min.js


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dist/preview release/loaders/babylon.glTF1FileLoader.min.js


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dist/preview release/loaders/babylon.glTF2FileLoader.min.js


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dist/preview release/loaders/babylon.glTFFileLoader.min.js


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dist/preview release/loaders/babylon.objFileLoader.min.js


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dist/preview release/materialsLibrary/babylon.waterMaterial.min.js


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dist/preview release/postProcessesLibrary/babylon.asciiArtPostProcess.min.js


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dist/preview release/postProcessesLibrary/babylon.digitalRainPostProcess.min.js


+ 2 - 1
src/Tools/babylon.extendedGamepad.ts

@@ -293,6 +293,7 @@ module BABYLON {
         */
         protected handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges) {
             let notifyObject = state; //{ state: state, changes: changes };
+            let triggerDirection = this.hand === 'right' ? -1 : 1;
             switch (buttonIdx) {
                 case 0:
                     this.onPadStateChangedObservable.notifyObservers(notifyObject);
@@ -307,7 +308,7 @@ module BABYLON {
                     return;
                 case 2:  // secondary trigger
                     if (this._defaultModel) {
-                        (<AbstractMesh>(this._defaultModel.getChildren()[4])).position.x = notifyObject.value * 0.0035;
+                        (<AbstractMesh>(this._defaultModel.getChildren()[4])).position.x = triggerDirection * notifyObject.value * 0.0035;
                     }
                     this.onSecondaryTriggerStateChangedObservable.notifyObservers(notifyObject);
                     return;