import { Camera } from "../../Cameras/camera"; import { ArcRotateCamera } from "../../Cameras/arcRotateCamera"; import { VRCameraMetrics } from "./vrCameraMetrics"; import { Scene } from "../../scene"; import { Vector3 } from "../../Maths/math"; import { Node } from "../../node"; Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", (name, scene) => { return () => new VRDeviceOrientationArcRotateCamera(name, 0, 0, 1.0, Vector3.Zero(), scene); }); /** * Camera used to simulate VR rendering (based on ArcRotateCamera) * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras */ export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera { /** * Creates a new VRDeviceOrientationArcRotateCamera * @param name defines camera name * @param alpha defines the camera rotation along the logitudinal axis * @param beta defines the camera rotation along the latitudinal axis * @param radius defines the camera distance from its target * @param target defines the camera target * @param scene defines the scene the camera belongs to * @param compensateDistortion defines if the camera needs to compensate the lens distorsion * @param vrCameraMetrics defines the vr metrics associated to the camera */ constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion = true, vrCameraMetrics: VRCameraMetrics = VRCameraMetrics.GetDefault()) { super(name, alpha, beta, radius, target, scene); vrCameraMetrics.compensateDistortion = compensateDistortion; this.setCameraRigMode(Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics }); this.inputs.addVRDeviceOrientation(); } /** * Gets camera class name * @returns VRDeviceOrientationArcRotateCamera */ public getClassName(): string { return "VRDeviceOrientationArcRotateCamera"; } }