{"ast":null,"code":"import { Camera } from \"../../Cameras/camera.js\";\nimport { ArcRotateCamera } from \"../../Cameras/arcRotateCamera.js\";\nimport { VRCameraMetrics } from \"./vrCameraMetrics.js\";\nimport { Vector3 } from \"../../Maths/math.vector.js\";\nimport { Node } from \"../../node.js\";\nimport { setVRRigMode } from \"../RigModes/vrRigMode.js\";\nimport \"../Inputs/arcRotateCameraVRDeviceOrientationInput.js\";\nNode.AddNodeConstructor(\"VRDeviceOrientationArcRotateCamera\", (name, scene) => {\n return () => new VRDeviceOrientationArcRotateCamera(name, 0, 0, 1.0, Vector3.Zero(), scene);\n});\n/**\n * Camera used to simulate VR rendering (based on ArcRotateCamera)\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#vr-device-orientation-cameras\n */\nexport class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {\n /**\n * Creates a new VRDeviceOrientationArcRotateCamera\n * @param name defines camera name\n * @param alpha defines the camera rotation along the longitudinal axis\n * @param beta defines the camera rotation along the latitudinal axis\n * @param radius defines the camera distance from its target\n * @param target defines the camera target\n * @param scene defines the scene the camera belongs to\n * @param compensateDistortion defines if the camera needs to compensate the lens distortion\n * @param vrCameraMetrics defines the vr metrics associated to the camera\n */\n constructor(name, alpha, beta, radius, target, scene, compensateDistortion = true, vrCameraMetrics = VRCameraMetrics.GetDefault()) {\n super(name, alpha, beta, radius, target, scene);\n this._setRigMode = rigParams => setVRRigMode(this, rigParams);\n vrCameraMetrics.compensateDistortion = compensateDistortion;\n this.setCameraRigMode(Camera.RIG_MODE_VR, {\n vrCameraMetrics: vrCameraMetrics\n });\n this.inputs.addVRDeviceOrientation();\n }\n /**\n * Gets camera class name\n * @returns VRDeviceOrientationArcRotateCamera\n */\n getClassName() {\n return \"VRDeviceOrientationArcRotateCamera\";\n }\n}","map":{"version":3,"names":["Camera","ArcRotateCamera","VRCameraMetrics","Vector3","Node","setVRRigMode","AddNodeConstructor","name","scene","VRDeviceOrientationArcRotateCamera","Zero","constructor","alpha","beta","radius","target","compensateDistortion","vrCameraMetrics","GetDefault","_setRigMode","rigParams","setCameraRigMode","RIG_MODE_VR","inputs","addVRDeviceOrientation","getClassName"],"sources":["F:/workspace/202226701027/huinongbao-app/node_modules/@babylonjs/core/Cameras/VR/vrDeviceOrientationArcRotateCamera.js"],"sourcesContent":["import { Camera } from \"../../Cameras/camera.js\";\nimport { ArcRotateCamera } from \"../../Cameras/arcRotateCamera.js\";\nimport { VRCameraMetrics } from \"./vrCameraMetrics.js\";\nimport { Vector3 } from \"../../Maths/math.vector.js\";\nimport { Node } from \"../../node.js\";\nimport { setVRRigMode } from \"../RigModes/vrRigMode.js\";\nimport \"../Inputs/arcRotateCameraVRDeviceOrientationInput.js\";\nNode.AddNodeConstructor(\"VRDeviceOrientationArcRotateCamera\", (name, scene) => {\n return () => new VRDeviceOrientationArcRotateCamera(name, 0, 0, 1.0, Vector3.Zero(), scene);\n});\n/**\n * Camera used to simulate VR rendering (based on ArcRotateCamera)\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#vr-device-orientation-cameras\n */\nexport class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {\n /**\n * Creates a new VRDeviceOrientationArcRotateCamera\n * @param name defines camera name\n * @param alpha defines the camera rotation along the longitudinal axis\n * @param beta defines the camera rotation along the latitudinal axis\n * @param radius defines the camera distance from its target\n * @param target defines the camera target\n * @param scene defines the scene the camera belongs to\n * @param compensateDistortion defines if the camera needs to compensate the lens distortion\n * @param vrCameraMetrics defines the vr metrics associated to the camera\n */\n constructor(name, alpha, beta, radius, target, scene, compensateDistortion = true, vrCameraMetrics = VRCameraMetrics.GetDefault()) {\n super(name, alpha, beta, radius, target, scene);\n this._setRigMode = (rigParams) => setVRRigMode(this, rigParams);\n vrCameraMetrics.compensateDistortion = compensateDistortion;\n this.setCameraRigMode(Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });\n this.inputs.addVRDeviceOrientation();\n }\n /**\n * Gets camera class name\n * @returns VRDeviceOrientationArcRotateCamera\n */\n getClassName() {\n return \"VRDeviceOrientationArcRotateCamera\";\n 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