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-"use strict";
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-
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-var BABYLON = BABYLON || {};
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-
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-(function () {
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- BABYLON.OculusOrientedCamera = function (name, position, scene, isLeftEye, ovrSettings, neutralOrientation) {
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- // OculusOrientedCamera is usually built 2 times using the same position
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- // So I duplicate the position to avoid errors from physics system (which could manipulate it twice per frame)
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- position = position ? new BABYLON.Vector3(position.x, position.y, position.z) : null;
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- BABYLON.Camera.call(this, name, position, scene);
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- this._referenceDirection = new BABYLON.Vector3(0, 0, 1);
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- this._referenceUp = new BABYLON.Vector3(0, 1, 0);
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- this._actualDirection = new BABYLON.Vector3(1, 0, 0);
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- this._actualUp = new BABYLON.Vector3(0, 1, 0);
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- this._currentTargetPoint = new BABYLON.Vector3(0, 0, 0);
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- this._currentOrientation = Object.create(neutralOrientation || { yaw: 0.0, pitch: 0.0, roll: 0.0 });
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- this._currentViewMatrix = new BABYLON.Matrix();
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- this._currentOrientationMatrix = new BABYLON.Matrix();
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- this._currentInvertOrientationMatrix = new BABYLON.Matrix();
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- this._tempMatrix = new BABYLON.Matrix();
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-
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- if (isLeftEye) {
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- this.viewport = new BABYLON.Viewport(0, 0, 0.5, 1.0);
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- } else {
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- this.viewport = new BABYLON.Viewport(0.5, 0, 0.5, 1.0);
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- }
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-
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- this._aspectRatioAspectRatio = ovrSettings.HResolution / (2 * ovrSettings.VResolution);
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- this._aspectRatioFov = (2 * Math.atan((ovrSettings.PostProcessScaleFactor * ovrSettings.VScreenSize) / (2 * ovrSettings.EyeToScreenDistance)));
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- var hMeters = (ovrSettings.HScreenSize / 4) - (ovrSettings.LensSeparationDistance / 2);
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- var h = (4 * hMeters) / ovrSettings.HScreenSize;
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- this._hMatrix = BABYLON.Matrix.Translation(isLeftEye ? h : -h, 0, 0);
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-
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- this._projectionMatrix = new BABYLON.Matrix();
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- this._preViewMatrix = BABYLON.Matrix.Translation(isLeftEye ? .5 * ovrSettings.InterpupillaryDistance : -.5 * ovrSettings.InterpupillaryDistance, 0, 0);
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- new BABYLON.OculusDistortionCorrectionPostProcess("Oculus Distortion", this, !isLeftEye, ovrSettings);
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- this.resetProjectionMatrix();
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- this.resetViewMatrix();
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- };
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-
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- BABYLON.OculusOrientedCamera.BuildOculusStereoCamera = function (scene, name, minZ, maxZ, position, neutralOrientation, useFXAA, disableGravity, disableCollisions, collisionEllipsoid, ovrSettings) {
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- var canvas = scene.getEngine().getRenderingCanvas();
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- position = position || BABYLON.Vector3.Zero(0, 0, 0);
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- neutralOrientation = neutralOrientation || { yaw: 0.0, pitch: 0.0, roll: 0.0 };
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- //var controller = new BABYLON.OculusController();
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- ovrSettings = ovrSettings || BABYLON.OculusController.CameraSettings_OculusRiftDevKit2013_Metric;
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-
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- var leftCamera = new BABYLON.OculusOrientedCamera(name + "_left", position, scene, true, ovrSettings, neutralOrientation);
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- leftCamera.minZ = minZ;
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- leftCamera.maxZ = maxZ;
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- if (useFXAA) {
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- new BABYLON.FxaaPostProcess("fxaa_left", 1.0, leftCamera);
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- }
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-
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- var rightCamera = new BABYLON.OculusOrientedCamera(name + "_right", position.clone(), scene, false, ovrSettings, neutralOrientation);
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- rightCamera.minZ = minZ;
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- rightCamera.maxZ = maxZ;
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- if (useFXAA) {
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- new BABYLON.FxaaPostProcess("fxaa_right", 1.0, rightCamera);
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- }
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- scene.activeCameras = [];
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- scene.activeCameras.push(leftCamera);
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- scene.activeCameras.push(rightCamera);
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- leftCamera.attachControl(canvas);
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- rightCamera.attachControl(canvas);
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- var multiTarget = new BABYLON.InputControllerMultiTarget([leftCamera, rightCamera]);
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- var controller = new BABYLON.OculusController(scene, multiTarget);
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- var moveTarget = multiTarget;
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- if (!disableCollisions) {
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- var collisionFilter = new BABYLON.InputCollisionFilter(scene, multiTarget, collisionEllipsoid);
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- moveTarget = collisionFilter;
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- }
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- if (!disableGravity) {
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-
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- var globalAxisFactorFilter = new BABYLON.GlobalAxisFactorsFilter(scene, moveTarget, 1, 0, 1);
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- var gravityController = new BABYLON.GravityInputController(scene, moveTarget);
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- moveTarget = globalAxisFactorFilter;
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- }
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- var moveController = new BABYLON.KeyboardMoveController(scene, moveTarget);
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- moveController.attachToCanvas(canvas);
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- var result = {
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- leftCamera: leftCamera, rightCamera: rightCamera, intermediateControllerTarget: multiTarget,
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- oculusController: controller,
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- keyboardController: moveController
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- };
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- result.dispose = function () {
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- this.leftCamera.detachControl(canvas);
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- this.rightCamera.detachControl(canvas);
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- this.leftCamera.dispose();
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- this.rightCamera.dispose();
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- this.oculusController.dispose();
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- this.keyboardController.detachFromCanvas(canvas);
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- this.keyboardController.dispose();
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- }.bind(result);
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- return result;
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- };
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-
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- BABYLON.OculusOrientedCamera.prototype = Object.create(BABYLON.Camera.prototype);
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-
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- BABYLON.OculusOrientedCamera.prototype.resetViewMatrix = function () {
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- BABYLON.Matrix.RotationYawPitchRollToRef(
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- this._currentOrientation.yaw,
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- this._currentOrientation.pitch,
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- -this._currentOrientation.roll
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- , this._currentOrientationMatrix);
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- this._currentOrientationMatrix.invertToRef(this._currentInvertOrientationMatrix);
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-
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- BABYLON.Vector3.TransformNormalToRef(this._referenceDirection, this._currentOrientationMatrix, this._actualDirection);
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- BABYLON.Vector3.TransformNormalToRef(this._referenceUp, this._currentOrientationMatrix, this._actualUp);
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-
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- BABYLON.Vector3.FromFloatsToRef(this.position.x + this._actualDirection.x, this.position.y + this._actualDirection.y, this.position.z + this._actualDirection.z, this._currentTargetPoint);
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- BABYLON.Matrix.LookAtLHToRef(this.position, this._currentTargetPoint, this._actualUp, this._tempMatrix);
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- this._tempMatrix.multiplyToRef(this._preViewMatrix, this._currentViewMatrix);
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- return this._currentViewMatrix;
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- };
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- BABYLON.OculusOrientedCamera.prototype.getViewMatrix = function () {
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-
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- return this._currentViewMatrix;
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- };
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-
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- BABYLON.OculusOrientedCamera.prototype._update = function () {
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- if (this.controllers) {
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- for (var i = 0; i < this.controllers.length; ++i) {
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- this.controllers[i].update();
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- }
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- }
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- };
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-
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- BABYLON.OculusOrientedCamera.prototype.getOrientationMatrix = function () {
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- return this._currentOrientationMatrix;
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- };
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-
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- BABYLON.OculusOrientedCamera.prototype.getInvertOrientationMatrix = function () {
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- return this._currentInvertOrientationMatrix;
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- };
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-
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- BABYLON.OculusOrientedCamera.prototype.resetProjectionMatrix = function () {
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- BABYLON.Matrix.PerspectiveFovLHToRef(this._aspectRatioFov, this._aspectRatioAspectRatio, this.minZ, this.maxZ, this._tempMatrix);
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- this._tempMatrix.multiplyToRef(this._hMatrix, this._projectionMatrix);
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- return this._projectionMatrix;
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- };
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-
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- BABYLON.OculusOrientedCamera.prototype.getProjectionMatrix = function (force) {
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- return this._projectionMatrix;
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- };
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-
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- // implementation of InputControllerTarget
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- BABYLON.OculusOrientedCamera.prototype.getOrientation = function () {
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- return this._currentOrientation;
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- };
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- BABYLON.OculusOrientedCamera.prototype.getPosition = function () {
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- return this.position;
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- };
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- BABYLON.OculusOrientedCamera.prototype.moveRelative = function (movementVector) {
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- if (!this._tempMoveVector) {
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- this._tempMoveVector = new BABYLON.Vector3(0, 0, 0);
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- }
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- BABYLON.Vector3.TransformNormalToRef(movementVector, this._currentOrientationMatrix, this._tempMoveVector);
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- this.position.addInPlace(this._tempMoveVector);
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- this.resetViewMatrix();
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- };
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- BABYLON.OculusOrientedCamera.prototype.rotateRelative = function (rotation) {
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- this._currentOrientation.yaw += rotation.yaw;
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- this._currentOrientation.pitch += rotation.pitch;
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- this._currentOrientation.roll += rotation.roll;
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- this.resetViewMatrix();
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- };
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-})();
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