فهرست منبع

Merge pull request #532 from dad72/master

removes semicolons double
Temechon 10 سال پیش
والد
کامیت
dcbacb2f17

+ 1 - 2
Babylon/Cameras/babylon.camera.js

@@ -63,7 +63,7 @@ var BABYLON;
             result.hScreenSize = 0.149759993;
             result.vScreenSize = 0.0935999975;
             result.vScreenCenter = 0.0467999987,
-                result.eyeToScreenDistance = 0.0410000011;
+            result.eyeToScreenDistance = 0.0410000011;
             result.lensSeparationDistance = 0.0635000020;
             result.interpupillaryDistance = 0.0640000030;
             result.distortionK = [1.0, 0.219999999, 0.239999995, 0.0];
@@ -450,7 +450,6 @@ var BABYLON;
                     break;
                 case Camera.SUB_CAMERA_MODE_VR:
                     metrics = metrics || VRCameraMetrics.GetDefault();
-                    ;
                     camA._vrMetrics = metrics;
                     camA.viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
                     camA._vrWorkMatrix = new BABYLON.Matrix();

+ 1 - 1
Babylon/Cameras/babylon.camera.ts

@@ -511,7 +511,7 @@
                     break;
 
                 case Camera.SUB_CAMERA_MODE_VR:
-                    metrics = metrics || VRCameraMetrics.GetDefault();;
+                    metrics = metrics || VRCameraMetrics.GetDefault();
                     camA._vrMetrics = metrics;
                     camA.viewport = new Viewport(0, 0, 0.5, 1.0);
                     camA._vrWorkMatrix = new Matrix();

+ 7 - 4
Babylon/Cameras/babylon.gamepadCamera.js

@@ -29,18 +29,21 @@ var BABYLON;
                 var normalizedLY = LSValues.y / this.moveSensibility;
                 LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
                 LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
-                var RSValues = this._gamepad.rightStick;
+                
+				var RSValues = this._gamepad.rightStick;
                 var normalizedRX = RSValues.x / this.angularSensibility;
                 var normalizedRY = RSValues.y / this.angularSensibility;
                 RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0;
-                RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;
-                ;
-                var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(this.rotation.y, this.rotation.x, 0);
+                RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;                
+               
+			   var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(this.rotation.y, this.rotation.x, 0);
+			   
                 var speed = this._computeLocalCameraSpeed() * 50.0;
                 var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(LSValues.x * speed, 0, -LSValues.y * speed), cameraTransform);
                 this.cameraDirection = this.cameraDirection.add(deltaTransform);
                 this.cameraRotation = this.cameraRotation.add(new BABYLON.Vector2(RSValues.y, RSValues.x));
             }
+			
             _super.prototype._checkInputs.call(this);
         };
         GamepadCamera.prototype.dispose = function () {

+ 1 - 1
Babylon/Cameras/babylon.gamepadCamera.ts

@@ -30,7 +30,7 @@ module BABYLON {
                 var normalizedRX = RSValues.x / this.angularSensibility;
                 var normalizedRY = RSValues.y / this.angularSensibility;
                 RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0;
-                RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;;
+                RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;
 
                 var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(this.rotation.y, this.rotation.x, 0);