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@@ -59,12 +59,6 @@ module BABYLON {
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public update() {
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super.update();
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- // update this device's offset position from the attached camera, if provided
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- //if (this._poseControlledCamera && this._poseControlledCamera.deviceScaleFactor) {
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- //this.position.copyFrom(this._poseControlledCamera.position);
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- //this.rotationQuaternion.copyFrom(this._poseControlledCamera.rotationQuaternion);
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- //this.deviceScaleFactor = this._poseControlledCamera.deviceScaleFactor;
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- //}
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var pose: GamepadPose = this.vrGamepad.pose;
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this.updateFromDevice(pose);
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@@ -85,12 +79,6 @@ module BABYLON {
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this.devicePosition.scaleToRef(this.deviceScaleFactor, this._calculatedPosition);
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this._calculatedPosition.addInPlace(this.position);
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-
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- // scale the position using the scale factor, add the device's position
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- /*if (this._poseControlledCamera) {
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- // this allows total positioning freedom - the device, the camera and the mesh can be individually controlled.
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- this._calculatedPosition.addInPlace(this._poseControlledCamera.position);
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- }*/
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}
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if (poseData.orientation) {
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this.deviceRotationQuaternion.copyFromFloats(this.rawPose.orientation[0], this.rawPose.orientation[1], -this.rawPose.orientation[2], -this.rawPose.orientation[3]);
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@@ -105,24 +93,6 @@ module BABYLON {
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// if the camera is set, rotate to the camera's rotation
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this.deviceRotationQuaternion.multiplyToRef(this.rotationQuaternion, this._calculatedRotation);
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-
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- /*if (this._poseControlledCamera) {
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- Matrix.ScalingToRef(1, 1, 1, Tmp.Matrix[1]);
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- this._calculatedRotation.toRotationMatrix(Tmp.Matrix[0]);
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- Matrix.TranslationToRef(this._calculatedPosition.x, this._calculatedPosition.y, this._calculatedPosition.z, Tmp.Matrix[2]);
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-
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- //Matrix.Identity().multiplyToRef(Tmp.Matrix[1], Tmp.Matrix[4]);
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- Tmp.Matrix[1].multiplyToRef(Tmp.Matrix[0], Tmp.Matrix[5]);
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-
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- this._poseControlledCamera.getWorldMatrix().getTranslationToRef(Tmp.Vector3[0])
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-
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- Matrix.ComposeToRef(new Vector3(this.deviceScaleFactor, this.deviceScaleFactor, this.deviceScaleFactor), this._poseControlledCamera.rotationQuaternion, Tmp.Vector3[0], Tmp.Matrix[4]);
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- Tmp.Matrix[5].multiplyToRef(Tmp.Matrix[2], Tmp.Matrix[1]);
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-
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- Tmp.Matrix[1].multiplyToRef(Tmp.Matrix[4], Tmp.Matrix[2]);
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- Tmp.Matrix[2].decompose(Tmp.Vector3[0], this._calculatedRotation, this._calculatedPosition);
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-
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- }*/
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}
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}
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}
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