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@@ -25,10 +25,19 @@
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return Camera._ORTHOGRAPHIC_CAMERA;
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}
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+ /**
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+ * This is the default FOV mode for perspective cameras.
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+ * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
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+ *
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+ */
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public static get FOVMODE_VERTICAL_FIXED(): number {
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return Camera._FOVMODE_VERTICAL_FIXED;
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}
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+ /**
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+ * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
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+ *
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+ */
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public static get FOVMODE_HORIZONTAL_FIXED(): number {
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return Camera._FOVMODE_HORIZONTAL_FIXED;
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}
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@@ -84,6 +93,10 @@
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@serialize()
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public orthoTop: Nullable<number> = null;
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+ /**
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+ * default : 0.8
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+ * FOV is set in Radians.
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+ */
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@serialize()
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public fov = 0.8;
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@@ -102,9 +115,17 @@
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public viewport = new Viewport(0, 0, 1.0, 1.0);
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+ /**
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+ * Restricts the camera to viewing objects with the same layerMask.
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+ * A camera with a layerMask of 1 will render meshes with no layerMask and meshes with a layerMask of 1.
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+ */
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@serialize()
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public layerMask: number = 0x0FFFFFFF;
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+ /**
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+ * default : FOVMODE_VERTICAL_FIXED
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+ * fovMode sets the camera frustum bounds to the viewport bounds.
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+ */
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@serialize()
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public fovMode: number = Camera.FOVMODE_VERTICAL_FIXED;
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@@ -340,7 +361,7 @@
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var cam = this._rigCameras[i];
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var rigPostProcess = cam._rigPostProcess;
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- // for VR rig, there does not have to be a post process
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+ // for VR rig, there does not have to be a post process
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if (rigPostProcess) {
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var isPass = rigPostProcess instanceof PassPostProcess;
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if (isPass) {
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@@ -367,7 +388,7 @@
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} else {
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this._postProcesses.splice(insertAt, 0, postProcess);
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}
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- this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
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+ this._cascadePostProcessesToRigCams(); // also ensures framebuffer invalidated
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return this._postProcesses.indexOf(postProcess);
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}
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@@ -662,7 +683,7 @@
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}
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this.cameraRigMode = mode;
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this._cameraRigParams = {};
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- //we have to implement stereo camera calcultating left and right viewpoints from interaxialDistance and target,
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+ //we have to implement stereo camera calcultating left and right viewpoints from interaxialDistance and target,
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//not from a given angle as it is now, but until that complete code rewriting provisional stereoHalfAngle value is introduced
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this._cameraRigParams.interaxialDistance = rigParams.interaxialDistance || 0.0637;
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this._cameraRigParams.stereoHalfAngle = Tools.ToRadians(this._cameraRigParams.interaxialDistance / 0.0637);
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