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- import { FreeCamera } from "./freeCamera.js";
- import { Quaternion, Vector3 } from "../Maths/math.vector.js";
- import { Node } from "../node.js";
- import "./Inputs/freeCameraDeviceOrientationInput.js";
- import { Axis } from "../Maths/math.axis.js";
- Node.AddNodeConstructor("DeviceOrientationCamera", (name, scene) => {
- return () => new DeviceOrientationCamera(name, Vector3.Zero(), scene);
- });
- // We're mainly based on the logic defined into the FreeCamera code
- /**
- * This is a camera specifically designed to react to device orientation events such as a modern mobile device
- * being tilted forward or back and left or right.
- */
- export class DeviceOrientationCamera extends FreeCamera {
- /**
- * Creates a new device orientation camera
- * @param name The name of the camera
- * @param position The start position camera
- * @param scene The scene the camera belongs to
- */
- constructor(name, position, scene) {
- super(name, position, scene);
- this._tmpDragQuaternion = new Quaternion();
- this._disablePointerInputWhenUsingDeviceOrientation = true;
- this._dragFactor = 0;
- this._quaternionCache = new Quaternion();
- this.inputs.addDeviceOrientation();
- // When the orientation sensor fires it's first event, disable mouse input
- if (this.inputs._deviceOrientationInput) {
- this.inputs._deviceOrientationInput._onDeviceOrientationChangedObservable.addOnce(() => {
- if (this._disablePointerInputWhenUsingDeviceOrientation) {
- if (this.inputs._mouseInput) {
- this.inputs._mouseInput._allowCameraRotation = false;
- this.inputs._mouseInput.onPointerMovedObservable.add((e) => {
- if (this._dragFactor != 0) {
- if (!this._initialQuaternion) {
- this._initialQuaternion = new Quaternion();
- }
- // Rotate the initial space around the y axis to allow users to "turn around" via touch/mouse
- Quaternion.FromEulerAnglesToRef(0, e.offsetX * this._dragFactor, 0, this._tmpDragQuaternion);
- this._initialQuaternion.multiplyToRef(this._tmpDragQuaternion, this._initialQuaternion);
- }
- });
- }
- }
- });
- }
- }
- /**
- * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
- */
- get disablePointerInputWhenUsingDeviceOrientation() {
- return this._disablePointerInputWhenUsingDeviceOrientation;
- }
- set disablePointerInputWhenUsingDeviceOrientation(value) {
- this._disablePointerInputWhenUsingDeviceOrientation = value;
- }
- /**
- * Enabled turning on the y axis when the orientation sensor is active
- * @param dragFactor the factor that controls the turn speed (default: 1/300)
- */
- enableHorizontalDragging(dragFactor = 1 / 300) {
- this._dragFactor = dragFactor;
- }
- /**
- * Gets the current instance class name ("DeviceOrientationCamera").
- * This helps avoiding instanceof at run time.
- * @returns the class name
- */
- getClassName() {
- return "DeviceOrientationCamera";
- }
- /**
- * @internal
- * Checks and applies the current values of the inputs to the camera. (Internal use only)
- */
- _checkInputs() {
- super._checkInputs();
- this._quaternionCache.copyFrom(this.rotationQuaternion);
- if (this._initialQuaternion) {
- this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
- }
- }
- /**
- * Reset the camera to its default orientation on the specified axis only.
- * @param axis The axis to reset
- */
- resetToCurrentRotation(axis = Axis.Y) {
- //can only work if this camera has a rotation quaternion already.
- if (!this.rotationQuaternion) {
- return;
- }
- if (!this._initialQuaternion) {
- this._initialQuaternion = new Quaternion();
- }
- this._initialQuaternion.copyFrom(this._quaternionCache || this.rotationQuaternion);
- ["x", "y", "z"].forEach((axisName) => {
- if (!axis[axisName]) {
- this._initialQuaternion[axisName] = 0;
- }
- else {
- this._initialQuaternion[axisName] *= -1;
- }
- });
- this._initialQuaternion.normalize();
- //force rotation update
- this._initialQuaternion.multiplyToRef(this.rotationQuaternion, this.rotationQuaternion);
- }
- }
- //# sourceMappingURL=deviceOrientationCamera.js.map
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