import { VRDeviceOrientationFreeCamera } from "./vrDeviceOrientationFreeCamera.js"; import { VRCameraMetrics } from "./vrCameraMetrics.js"; import { Vector3 } from "../../Maths/math.vector.js"; import { Node } from "../../node.js"; import { setVRRigMode } from "../RigModes/vrRigMode.js"; import "../../Gamepads/gamepadSceneComponent.js"; Node.AddNodeConstructor("VRDeviceOrientationGamepadCamera", (name, scene) => { return () => new VRDeviceOrientationGamepadCamera(name, Vector3.Zero(), scene); }); /** * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera) * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#vr-device-orientation-cameras */ export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera { /** * Creates a new VRDeviceOrientationGamepadCamera * @param name defines camera name * @param position defines the start position of the camera * @param scene defines the scene the camera belongs to * @param compensateDistortion defines if the camera needs to compensate the lens distortion * @param vrCameraMetrics defines the vr metrics associated to the camera */ constructor(name, position, scene, compensateDistortion = true, vrCameraMetrics = VRCameraMetrics.GetDefault()) { super(name, position, scene, compensateDistortion, vrCameraMetrics); this._setRigMode = (rigParams) => setVRRigMode(this, rigParams); this.inputs.addGamepad(); } /** * Gets camera class name * @returns VRDeviceOrientationGamepadCamera */ getClassName() { return "VRDeviceOrientationGamepadCamera"; } } //# sourceMappingURL=vrDeviceOrientationGamepadCamera.js.map