@babylonjs/core 5.32.0 → 5.32.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (636) hide show
  1. package/Actions/abstractActionManager.d.ts +1 -1
  2. package/Actions/abstractActionManager.js +1 -1
  3. package/Actions/abstractActionManager.js.map +1 -1
  4. package/Actions/action.d.ts +1 -1
  5. package/Actions/action.js +1 -1
  6. package/Actions/action.js.map +1 -1
  7. package/Actions/actionManager.d.ts +18 -18
  8. package/Actions/actionManager.js +18 -18
  9. package/Actions/actionManager.js.map +1 -1
  10. package/Actions/directActions.d.ts +10 -10
  11. package/Actions/directActions.js +10 -10
  12. package/Actions/directActions.js.map +1 -1
  13. package/Actions/interpolateValueAction.d.ts +1 -1
  14. package/Actions/interpolateValueAction.js +1 -1
  15. package/Actions/interpolateValueAction.js.map +1 -1
  16. package/Animations/animatable.d.ts +2 -2
  17. package/Animations/animatable.js +2 -2
  18. package/Animations/animatable.js.map +1 -1
  19. package/Animations/animationGroup.d.ts +3 -3
  20. package/Animations/animationGroup.js +3 -3
  21. package/Animations/animationGroup.js.map +1 -1
  22. package/Animations/easing.d.ts +14 -14
  23. package/Animations/easing.js +13 -13
  24. package/Animations/easing.js.map +1 -1
  25. package/Audio/Interfaces/IAudioEngine.d.ts +2 -2
  26. package/Audio/Interfaces/IAudioEngine.js.map +1 -1
  27. package/Audio/Interfaces/ISoundOptions.d.ts +3 -3
  28. package/Audio/Interfaces/ISoundOptions.js.map +1 -1
  29. package/Audio/analyser.d.ts +1 -1
  30. package/Audio/analyser.js +1 -1
  31. package/Audio/analyser.js.map +1 -1
  32. package/Audio/audioEngine.d.ts +2 -2
  33. package/Audio/audioEngine.js +2 -2
  34. package/Audio/audioEngine.js.map +1 -1
  35. package/Audio/audioSceneComponent.d.ts +4 -4
  36. package/Audio/audioSceneComponent.js.map +1 -1
  37. package/Audio/sound.d.ts +13 -13
  38. package/Audio/sound.js +13 -13
  39. package/Audio/sound.js.map +1 -1
  40. package/Audio/soundTrack.d.ts +5 -5
  41. package/Audio/soundTrack.js +5 -5
  42. package/Audio/soundTrack.js.map +1 -1
  43. package/BakedVertexAnimation/bakedVertexAnimationManager.d.ts +1 -1
  44. package/BakedVertexAnimation/bakedVertexAnimationManager.js +1 -1
  45. package/BakedVertexAnimation/bakedVertexAnimationManager.js.map +1 -1
  46. package/Behaviors/Cameras/autoRotationBehavior.d.ts +1 -1
  47. package/Behaviors/Cameras/autoRotationBehavior.js +1 -1
  48. package/Behaviors/Cameras/autoRotationBehavior.js.map +1 -1
  49. package/Behaviors/Cameras/bouncingBehavior.d.ts +1 -1
  50. package/Behaviors/Cameras/bouncingBehavior.js +1 -1
  51. package/Behaviors/Cameras/bouncingBehavior.js.map +1 -1
  52. package/Behaviors/Cameras/framingBehavior.d.ts +1 -1
  53. package/Behaviors/Cameras/framingBehavior.js +1 -1
  54. package/Behaviors/Cameras/framingBehavior.js.map +1 -1
  55. package/Behaviors/Meshes/pointerDragBehavior.d.ts +8 -0
  56. package/Behaviors/Meshes/pointerDragBehavior.js +9 -3
  57. package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
  58. package/Bones/bone.d.ts +1 -1
  59. package/Bones/bone.js +1 -1
  60. package/Bones/bone.js.map +1 -1
  61. package/Bones/boneIKController.d.ts +1 -1
  62. package/Bones/boneIKController.js +1 -1
  63. package/Bones/boneIKController.js.map +1 -1
  64. package/Bones/boneLookController.d.ts +1 -1
  65. package/Bones/boneLookController.js +1 -1
  66. package/Bones/boneLookController.js.map +1 -1
  67. package/Bones/skeleton.d.ts +3 -3
  68. package/Bones/skeleton.js +2 -2
  69. package/Bones/skeleton.js.map +1 -1
  70. package/Cameras/Inputs/BaseCameraMouseWheelInput.js +2 -2
  71. package/Cameras/Inputs/BaseCameraMouseWheelInput.js.map +1 -1
  72. package/Cameras/Inputs/BaseCameraPointersInput.js +2 -2
  73. package/Cameras/Inputs/BaseCameraPointersInput.js.map +1 -1
  74. package/Cameras/Inputs/arcRotateCameraGamepadInput.d.ts +1 -1
  75. package/Cameras/Inputs/arcRotateCameraGamepadInput.js +1 -1
  76. package/Cameras/Inputs/arcRotateCameraGamepadInput.js.map +1 -1
  77. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.d.ts +1 -1
  78. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js +1 -1
  79. package/Cameras/Inputs/arcRotateCameraKeyboardMoveInput.js.map +1 -1
  80. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.d.ts +1 -1
  81. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js +3 -3
  82. package/Cameras/Inputs/arcRotateCameraMouseWheelInput.js.map +1 -1
  83. package/Cameras/Inputs/arcRotateCameraPointersInput.d.ts +1 -1
  84. package/Cameras/Inputs/arcRotateCameraPointersInput.js +1 -1
  85. package/Cameras/Inputs/arcRotateCameraPointersInput.js.map +1 -1
  86. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.d.ts +1 -1
  87. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js +1 -1
  88. package/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput.js.map +1 -1
  89. package/Cameras/Inputs/flyCameraKeyboardInput.d.ts +1 -1
  90. package/Cameras/Inputs/flyCameraKeyboardInput.js +1 -1
  91. package/Cameras/Inputs/flyCameraKeyboardInput.js.map +1 -1
  92. package/Cameras/Inputs/flyCameraMouseInput.d.ts +2 -2
  93. package/Cameras/Inputs/flyCameraMouseInput.js +4 -4
  94. package/Cameras/Inputs/flyCameraMouseInput.js.map +1 -1
  95. package/Cameras/Inputs/followCameraKeyboardMoveInput.d.ts +1 -1
  96. package/Cameras/Inputs/followCameraKeyboardMoveInput.js +1 -1
  97. package/Cameras/Inputs/followCameraKeyboardMoveInput.js.map +1 -1
  98. package/Cameras/Inputs/followCameraMouseWheelInput.d.ts +1 -1
  99. package/Cameras/Inputs/followCameraMouseWheelInput.js +3 -3
  100. package/Cameras/Inputs/followCameraMouseWheelInput.js.map +1 -1
  101. package/Cameras/Inputs/followCameraPointersInput.d.ts +1 -1
  102. package/Cameras/Inputs/followCameraPointersInput.js +1 -1
  103. package/Cameras/Inputs/followCameraPointersInput.js.map +1 -1
  104. package/Cameras/Inputs/freeCameraDeviceOrientationInput.d.ts +2 -2
  105. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js +2 -2
  106. package/Cameras/Inputs/freeCameraDeviceOrientationInput.js.map +1 -1
  107. package/Cameras/Inputs/freeCameraGamepadInput.d.ts +1 -1
  108. package/Cameras/Inputs/freeCameraGamepadInput.js +1 -1
  109. package/Cameras/Inputs/freeCameraGamepadInput.js.map +1 -1
  110. package/Cameras/Inputs/freeCameraKeyboardMoveInput.d.ts +1 -1
  111. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js +1 -1
  112. package/Cameras/Inputs/freeCameraKeyboardMoveInput.js.map +1 -1
  113. package/Cameras/Inputs/freeCameraMouseInput.d.ts +3 -2
  114. package/Cameras/Inputs/freeCameraMouseInput.js +10 -7
  115. package/Cameras/Inputs/freeCameraMouseInput.js.map +1 -1
  116. package/Cameras/Inputs/freeCameraMouseWheelInput.d.ts +1 -1
  117. package/Cameras/Inputs/freeCameraMouseWheelInput.js +1 -1
  118. package/Cameras/Inputs/freeCameraMouseWheelInput.js.map +1 -1
  119. package/Cameras/Inputs/freeCameraTouchInput.d.ts +2 -2
  120. package/Cameras/Inputs/freeCameraTouchInput.js +4 -4
  121. package/Cameras/Inputs/freeCameraTouchInput.js.map +1 -1
  122. package/Cameras/Inputs/freeCameraVirtualJoystickInput.d.ts +1 -1
  123. package/Cameras/Inputs/freeCameraVirtualJoystickInput.js +1 -1
  124. package/Cameras/Inputs/freeCameraVirtualJoystickInput.js.map +1 -1
  125. package/Cameras/Stereoscopic/anaglyphArcRotateCamera.d.ts +1 -1
  126. package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js +1 -1
  127. package/Cameras/Stereoscopic/anaglyphArcRotateCamera.js.map +1 -1
  128. package/Cameras/Stereoscopic/anaglyphFreeCamera.d.ts +1 -1
  129. package/Cameras/Stereoscopic/anaglyphFreeCamera.js +1 -1
  130. package/Cameras/Stereoscopic/anaglyphFreeCamera.js.map +1 -1
  131. package/Cameras/Stereoscopic/anaglyphGamepadCamera.d.ts +1 -1
  132. package/Cameras/Stereoscopic/anaglyphGamepadCamera.js +1 -1
  133. package/Cameras/Stereoscopic/anaglyphGamepadCamera.js.map +1 -1
  134. package/Cameras/Stereoscopic/anaglyphUniversalCamera.d.ts +1 -1
  135. package/Cameras/Stereoscopic/anaglyphUniversalCamera.js +1 -1
  136. package/Cameras/Stereoscopic/anaglyphUniversalCamera.js.map +1 -1
  137. package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.d.ts +1 -1
  138. package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js +1 -1
  139. package/Cameras/Stereoscopic/stereoscopicArcRotateCamera.js.map +1 -1
  140. package/Cameras/Stereoscopic/stereoscopicFreeCamera.d.ts +1 -1
  141. package/Cameras/Stereoscopic/stereoscopicFreeCamera.js +1 -1
  142. package/Cameras/Stereoscopic/stereoscopicFreeCamera.js.map +1 -1
  143. package/Cameras/Stereoscopic/stereoscopicGamepadCamera.d.ts +1 -1
  144. package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js +1 -1
  145. package/Cameras/Stereoscopic/stereoscopicGamepadCamera.js.map +1 -1
  146. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.d.ts +1 -1
  147. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js +1 -1
  148. package/Cameras/Stereoscopic/stereoscopicScreenUniversalCamera.js.map +1 -1
  149. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.d.ts +1 -1
  150. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js +1 -1
  151. package/Cameras/Stereoscopic/stereoscopicUniversalCamera.js.map +1 -1
  152. package/Cameras/VR/vrCameraMetrics.d.ts +1 -1
  153. package/Cameras/VR/vrCameraMetrics.js +1 -1
  154. package/Cameras/VR/vrCameraMetrics.js.map +1 -1
  155. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.d.ts +1 -1
  156. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js +1 -1
  157. package/Cameras/VR/vrDeviceOrientationArcRotateCamera.js.map +1 -1
  158. package/Cameras/VR/vrDeviceOrientationFreeCamera.d.ts +1 -1
  159. package/Cameras/VR/vrDeviceOrientationFreeCamera.js +1 -1
  160. package/Cameras/VR/vrDeviceOrientationFreeCamera.js.map +1 -1
  161. package/Cameras/VR/vrDeviceOrientationGamepadCamera.d.ts +1 -1
  162. package/Cameras/VR/vrDeviceOrientationGamepadCamera.js +1 -1
  163. package/Cameras/VR/vrDeviceOrientationGamepadCamera.js.map +1 -1
  164. package/Cameras/VR/vrExperienceHelper.d.ts +2 -2
  165. package/Cameras/VR/vrExperienceHelper.js +2 -2
  166. package/Cameras/VR/vrExperienceHelper.js.map +1 -1
  167. package/Cameras/VR/webVRCamera.d.ts +2 -2
  168. package/Cameras/VR/webVRCamera.js +2 -2
  169. package/Cameras/VR/webVRCamera.js.map +1 -1
  170. package/Cameras/arcRotateCamera.d.ts +9 -9
  171. package/Cameras/arcRotateCamera.js +9 -9
  172. package/Cameras/arcRotateCamera.js.map +1 -1
  173. package/Cameras/arcRotateCameraInputsManager.d.ts +1 -1
  174. package/Cameras/arcRotateCameraInputsManager.js +1 -1
  175. package/Cameras/arcRotateCameraInputsManager.js.map +1 -1
  176. package/Cameras/camera.d.ts +4 -4
  177. package/Cameras/camera.js +4 -4
  178. package/Cameras/camera.js.map +1 -1
  179. package/Cameras/cameraInputsManager.d.ts +1 -1
  180. package/Cameras/cameraInputsManager.js +1 -1
  181. package/Cameras/cameraInputsManager.js.map +1 -1
  182. package/Cameras/flyCamera.d.ts +1 -1
  183. package/Cameras/flyCamera.js +1 -1
  184. package/Cameras/flyCamera.js.map +1 -1
  185. package/Cameras/flyCameraInputsManager.d.ts +1 -1
  186. package/Cameras/flyCameraInputsManager.js +1 -1
  187. package/Cameras/flyCameraInputsManager.js.map +1 -1
  188. package/Cameras/followCamera.d.ts +4 -4
  189. package/Cameras/followCamera.js +4 -4
  190. package/Cameras/followCamera.js.map +1 -1
  191. package/Cameras/followCameraInputsManager.d.ts +1 -1
  192. package/Cameras/followCameraInputsManager.js +1 -1
  193. package/Cameras/followCameraInputsManager.js.map +1 -1
  194. package/Cameras/freeCamera.d.ts +3 -3
  195. package/Cameras/freeCamera.js +3 -3
  196. package/Cameras/freeCamera.js.map +1 -1
  197. package/Cameras/freeCameraInputsManager.d.ts +1 -1
  198. package/Cameras/freeCameraInputsManager.js +1 -1
  199. package/Cameras/freeCameraInputsManager.js.map +1 -1
  200. package/Cameras/gamepadCamera.d.ts +2 -2
  201. package/Cameras/gamepadCamera.js +2 -2
  202. package/Cameras/gamepadCamera.js.map +1 -1
  203. package/Cameras/targetCamera.d.ts +2 -2
  204. package/Cameras/targetCamera.js +2 -2
  205. package/Cameras/targetCamera.js.map +1 -1
  206. package/Cameras/touchCamera.d.ts +2 -2
  207. package/Cameras/touchCamera.js +2 -2
  208. package/Cameras/touchCamera.js.map +1 -1
  209. package/Cameras/universalCamera.d.ts +2 -2
  210. package/Cameras/universalCamera.js +2 -2
  211. package/Cameras/universalCamera.js.map +1 -1
  212. package/Cameras/virtualJoysticksCamera.d.ts +2 -2
  213. package/Cameras/virtualJoysticksCamera.js +2 -2
  214. package/Cameras/virtualJoysticksCamera.js.map +1 -1
  215. package/Collisions/pickingInfo.d.ts +1 -1
  216. package/Collisions/pickingInfo.js +1 -1
  217. package/Collisions/pickingInfo.js.map +1 -1
  218. package/Culling/Octrees/octree.d.ts +2 -2
  219. package/Culling/Octrees/octree.js +2 -2
  220. package/Culling/Octrees/octree.js.map +1 -1
  221. package/Culling/Octrees/octreeBlock.d.ts +1 -1
  222. package/Culling/Octrees/octreeBlock.js +1 -1
  223. package/Culling/Octrees/octreeBlock.js.map +1 -1
  224. package/Culling/Octrees/octreeSceneComponent.d.ts +3 -3
  225. package/Culling/Octrees/octreeSceneComponent.js +1 -1
  226. package/Culling/Octrees/octreeSceneComponent.js.map +1 -1
  227. package/Culling/boundingInfo.d.ts +3 -3
  228. package/Culling/boundingInfo.js +2 -2
  229. package/Culling/boundingInfo.js.map +1 -1
  230. package/Debug/debugLayer.d.ts +1 -1
  231. package/Debug/debugLayer.js.map +1 -1
  232. package/Debug/rayHelper.d.ts +2 -2
  233. package/Debug/rayHelper.js +2 -2
  234. package/Debug/rayHelper.js.map +1 -1
  235. package/Engines/Extensions/engine.alpha.d.ts +2 -2
  236. package/Engines/Extensions/engine.alpha.js.map +1 -1
  237. package/Engines/Extensions/engine.multiRender.d.ts +2 -2
  238. package/Engines/Extensions/engine.multiRender.js.map +1 -1
  239. package/Engines/Extensions/engine.query.d.ts +8 -8
  240. package/Engines/Extensions/engine.query.js.map +1 -1
  241. package/Engines/Extensions/engine.renderTarget.d.ts +1 -1
  242. package/Engines/Extensions/engine.renderTarget.js.map +1 -1
  243. package/Engines/Extensions/engine.uniformBuffer.d.ts +3 -3
  244. package/Engines/Extensions/engine.uniformBuffer.js.map +1 -1
  245. package/Engines/Extensions/engine.views.d.ts +2 -2
  246. package/Engines/Extensions/engine.views.js +1 -1
  247. package/Engines/Extensions/engine.views.js.map +1 -1
  248. package/Engines/Extensions/engine.webVR.d.ts +1 -1
  249. package/Engines/Extensions/engine.webVR.js.map +1 -1
  250. package/Engines/Processors/shaderProcessor.d.ts +2 -2
  251. package/Engines/Processors/shaderProcessor.js +2 -2
  252. package/Engines/Processors/shaderProcessor.js.map +1 -1
  253. package/Engines/WebGPU/webgpuShaderProcessor.js +11 -9
  254. package/Engines/WebGPU/webgpuShaderProcessor.js.map +1 -1
  255. package/Engines/constants.d.ts +17 -17
  256. package/Engines/constants.js +17 -17
  257. package/Engines/constants.js.map +1 -1
  258. package/Engines/engine.d.ts +12 -12
  259. package/Engines/engine.js +11 -11
  260. package/Engines/engine.js.map +1 -1
  261. package/Engines/nativeEngine.d.ts +2 -2
  262. package/Engines/nativeEngine.js +23 -2
  263. package/Engines/nativeEngine.js.map +1 -1
  264. package/Engines/nullEngine.d.ts +5 -5
  265. package/Engines/nullEngine.js +5 -5
  266. package/Engines/nullEngine.js.map +1 -1
  267. package/Engines/thinEngine.d.ts +8 -8
  268. package/Engines/thinEngine.js +6 -6
  269. package/Engines/thinEngine.js.map +1 -1
  270. package/Engines/webgpuEngine.d.ts +4 -4
  271. package/Engines/webgpuEngine.js +1 -1
  272. package/Engines/webgpuEngine.js.map +1 -1
  273. package/Gamepads/gamepadSceneComponent.d.ts +1 -1
  274. package/Gamepads/gamepadSceneComponent.js.map +1 -1
  275. package/Gizmos/gizmo.d.ts +6 -7
  276. package/Gizmos/gizmo.js +43 -36
  277. package/Gizmos/gizmo.js.map +1 -1
  278. package/Gizmos/planeRotationGizmo.js +17 -7
  279. package/Gizmos/planeRotationGizmo.js.map +1 -1
  280. package/Gizmos/positionGizmo.d.ts +4 -0
  281. package/Gizmos/positionGizmo.js +21 -0
  282. package/Gizmos/positionGizmo.js.map +1 -1
  283. package/Gizmos/rotationGizmo.d.ts +4 -0
  284. package/Gizmos/rotationGizmo.js +20 -0
  285. package/Gizmos/rotationGizmo.js.map +1 -1
  286. package/Gizmos/scaleGizmo.d.ts +2 -0
  287. package/Gizmos/scaleGizmo.js +10 -0
  288. package/Gizmos/scaleGizmo.js.map +1 -1
  289. package/Helpers/sceneHelpers.d.ts +7 -7
  290. package/Helpers/sceneHelpers.js.map +1 -1
  291. package/Inputs/scene.inputManager.js +34 -25
  292. package/Inputs/scene.inputManager.js.map +1 -1
  293. package/Instrumentation/engineInstrumentation.d.ts +2 -2
  294. package/Instrumentation/engineInstrumentation.js +2 -2
  295. package/Instrumentation/engineInstrumentation.js.map +1 -1
  296. package/Instrumentation/sceneInstrumentation.d.ts +2 -2
  297. package/Instrumentation/sceneInstrumentation.js +2 -2
  298. package/Instrumentation/sceneInstrumentation.js.map +1 -1
  299. package/Layers/effectLayerSceneComponent.d.ts +2 -2
  300. package/Layers/effectLayerSceneComponent.js.map +1 -1
  301. package/Layers/glowLayer.d.ts +1 -1
  302. package/Layers/glowLayer.js +1 -1
  303. package/Layers/glowLayer.js.map +1 -1
  304. package/LensFlares/lensFlare.d.ts +3 -3
  305. package/LensFlares/lensFlare.js +3 -3
  306. package/LensFlares/lensFlare.js.map +1 -1
  307. package/LensFlares/lensFlareSystem.d.ts +2 -2
  308. package/LensFlares/lensFlareSystem.js +2 -2
  309. package/LensFlares/lensFlareSystem.js.map +1 -1
  310. package/LensFlares/lensFlareSystemSceneComponent.d.ts +1 -1
  311. package/LensFlares/lensFlareSystemSceneComponent.js.map +1 -1
  312. package/Lights/Shadows/shadowGenerator.d.ts +2 -2
  313. package/Lights/Shadows/shadowGenerator.js +2 -2
  314. package/Lights/Shadows/shadowGenerator.js.map +1 -1
  315. package/Lights/directionalLight.d.ts +2 -2
  316. package/Lights/directionalLight.js +2 -2
  317. package/Lights/directionalLight.js.map +1 -1
  318. package/Lights/hemisphericLight.d.ts +1 -1
  319. package/Lights/hemisphericLight.js +1 -1
  320. package/Lights/hemisphericLight.js.map +1 -1
  321. package/Lights/light.d.ts +1 -1
  322. package/Lights/light.js +1 -1
  323. package/Lights/light.js.map +1 -1
  324. package/Lights/pointLight.d.ts +2 -2
  325. package/Lights/pointLight.js +2 -2
  326. package/Lights/pointLight.js.map +1 -1
  327. package/Lights/spotLight.d.ts +2 -2
  328. package/Lights/spotLight.js +2 -2
  329. package/Lights/spotLight.js.map +1 -1
  330. package/Loading/loadingScreen.d.ts +2 -2
  331. package/Loading/loadingScreen.js +1 -1
  332. package/Loading/loadingScreen.js.map +1 -1
  333. package/Materials/Node/Blocks/Vertex/instancesBlock.d.ts +1 -1
  334. package/Materials/Node/Blocks/Vertex/instancesBlock.js +1 -1
  335. package/Materials/Node/Blocks/Vertex/instancesBlock.js.map +1 -1
  336. package/Materials/Node/Blocks/reciprocalBlock.js +6 -2
  337. package/Materials/Node/Blocks/reciprocalBlock.js.map +1 -1
  338. package/Materials/PBR/pbrBaseMaterial.d.ts +1 -1
  339. package/Materials/PBR/pbrBaseMaterial.js +1 -1
  340. package/Materials/PBR/pbrBaseMaterial.js.map +1 -1
  341. package/Materials/PBR/pbrMaterial.d.ts +1 -1
  342. package/Materials/PBR/pbrMaterial.js +1 -1
  343. package/Materials/PBR/pbrMaterial.js.map +1 -1
  344. package/Materials/Textures/Packer/packer.d.ts +1 -1
  345. package/Materials/Textures/Packer/packer.js +1 -1
  346. package/Materials/Textures/Packer/packer.js.map +1 -1
  347. package/Materials/Textures/Procedurals/customProceduralTexture.d.ts +2 -2
  348. package/Materials/Textures/Procedurals/customProceduralTexture.js +2 -2
  349. package/Materials/Textures/Procedurals/customProceduralTexture.js.map +1 -1
  350. package/Materials/Textures/Procedurals/proceduralTexture.d.ts +2 -2
  351. package/Materials/Textures/Procedurals/proceduralTexture.js +2 -2
  352. package/Materials/Textures/Procedurals/proceduralTexture.js.map +1 -1
  353. package/Materials/Textures/Procedurals/proceduralTextureSceneComponent.d.ts +1 -1
  354. package/Materials/Textures/Procedurals/proceduralTextureSceneComponent.js.map +1 -1
  355. package/Materials/Textures/cubeTexture.d.ts +2 -2
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@@ -3,7 +3,7 @@ import type { Scene } from "../../scene";
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  import { Vector3 } from "../../Maths/math.vector";
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  /**
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  * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
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- * @see https://doc.babylonjs.com/features/cameras#anaglyph-cameras
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+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#anaglyph-cameras
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  */
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  export declare class AnaglyphUniversalCamera extends UniversalCamera {
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  /**
@@ -8,7 +8,7 @@ Node.AddNodeConstructor("AnaglyphUniversalCamera", (name, scene, options) => {
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  });
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  /**
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  * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
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- * @see https://doc.babylonjs.com/features/cameras#anaglyph-cameras
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+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#anaglyph-cameras
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  */
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  export class AnaglyphUniversalCamera extends UniversalCamera {
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  /**
@@ -1 +1 @@
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- {"version":3,"file":"anaglyphUniversalCamera.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Cameras/Stereoscopic/anaglyphUniversalCamera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,eAAe,EAAE,MAAM,+BAA+B,CAAC;AAEhE,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAClD,OAAO,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAElC,OAAO,EAAE,8BAA8B,EAAE,MAAM,yCAAyC,CAAC;AAEzF,IAAI,CAAC,kBAAkB,CAAC,yBAAyB,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,EAAE,EAAE;IACxE,OAAO,GAAG,EAAE,CAAC,IAAI,uBAAuB,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,OAAO,CAAC,mBAAmB,EAAE,KAAK,CAAC,CAAC;AACvG,CAAC,CAAC,CAAC;AAEH;;;GAGG;AACH,MAAM,OAAO,uBAAwB,SAAQ,eAAe;IACxD;;;;;;OAMG;IACH,YAAY,IAAY,EAAE,QAAiB,EAAE,kBAA0B,EAAE,KAAa;QAClF,KAAK,CAAC,IAAI,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;QAavB,gBAAW,GAAG,8BAA8B,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;QAZpE,IAAI,CAAC,kBAAkB,GAAG,kBAAkB,CAAC;QAC7C,IAAI,CAAC,gBAAgB,CAAC,MAAM,CAAC,8BAA8B,EAAE,EAAE,kBAAkB,EAAE,kBAAkB,EAAE,CAAC,CAAC;IAC7G,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,yBAAyB,CAAC;IACrC,CAAC;CAGJ","sourcesContent":["import { Camera } from \"../../Cameras/camera\";\r\nimport { UniversalCamera } from \"../../Cameras/universalCamera\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Node } from \"../../node\";\r\n\r\nimport { setStereoscopicAnaglyphRigMode } from \"../RigModes/stereoscopicAnaglyphRigMode\";\r\n\r\nNode.AddNodeConstructor(\"AnaglyphUniversalCamera\", (name, scene, options) => {\r\n return () => new AnaglyphUniversalCamera(name, Vector3.Zero(), options.interaxial_distance, scene);\r\n});\r\n\r\n/**\r\n * Camera used to simulate anaglyphic rendering (based on UniversalCamera)\r\n * @see https://doc.babylonjs.com/features/cameras#anaglyph-cameras\r\n */\r\nexport class AnaglyphUniversalCamera extends UniversalCamera {\r\n /**\r\n * Creates a new AnaglyphUniversalCamera\r\n * @param name defines camera name\r\n * @param position defines initial position\r\n * @param interaxialDistance defines distance between each color axis\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(name: string, position: Vector3, interaxialDistance: number, scene?: Scene) {\r\n super(name, position, scene);\r\n this.interaxialDistance = interaxialDistance;\r\n this.setCameraRigMode(Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns AnaglyphUniversalCamera\r\n */\r\n public getClassName(): string {\r\n return \"AnaglyphUniversalCamera\";\r\n }\r\n\r\n protected _setRigMode = setStereoscopicAnaglyphRigMode.bind(null, this);\r\n}\r\n"]}
1
+ {"version":3,"file":"anaglyphUniversalCamera.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Cameras/Stereoscopic/anaglyphUniversalCamera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,eAAe,EAAE,MAAM,+BAA+B,CAAC;AAEhE,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAClD,OAAO,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAElC,OAAO,EAAE,8BAA8B,EAAE,MAAM,yCAAyC,CAAC;AAEzF,IAAI,CAAC,kBAAkB,CAAC,yBAAyB,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,EAAE,EAAE;IACxE,OAAO,GAAG,EAAE,CAAC,IAAI,uBAAuB,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,OAAO,CAAC,mBAAmB,EAAE,KAAK,CAAC,CAAC;AACvG,CAAC,CAAC,CAAC;AAEH;;;GAGG;AACH,MAAM,OAAO,uBAAwB,SAAQ,eAAe;IACxD;;;;;;OAMG;IACH,YAAY,IAAY,EAAE,QAAiB,EAAE,kBAA0B,EAAE,KAAa;QAClF,KAAK,CAAC,IAAI,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;QAavB,gBAAW,GAAG,8BAA8B,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;QAZpE,IAAI,CAAC,kBAAkB,GAAG,kBAAkB,CAAC;QAC7C,IAAI,CAAC,gBAAgB,CAAC,MAAM,CAAC,8BAA8B,EAAE,EAAE,kBAAkB,EAAE,kBAAkB,EAAE,CAAC,CAAC;IAC7G,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,yBAAyB,CAAC;IACrC,CAAC;CAGJ","sourcesContent":["import { Camera } from \"../../Cameras/camera\";\r\nimport { UniversalCamera } from \"../../Cameras/universalCamera\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Node } from \"../../node\";\r\n\r\nimport { setStereoscopicAnaglyphRigMode } from \"../RigModes/stereoscopicAnaglyphRigMode\";\r\n\r\nNode.AddNodeConstructor(\"AnaglyphUniversalCamera\", (name, scene, options) => {\r\n return () => new AnaglyphUniversalCamera(name, Vector3.Zero(), options.interaxial_distance, scene);\r\n});\r\n\r\n/**\r\n * Camera used to simulate anaglyphic rendering (based on UniversalCamera)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#anaglyph-cameras\r\n */\r\nexport class AnaglyphUniversalCamera extends UniversalCamera {\r\n /**\r\n * Creates a new AnaglyphUniversalCamera\r\n * @param name defines camera name\r\n * @param position defines initial position\r\n * @param interaxialDistance defines distance between each color axis\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(name: string, position: Vector3, interaxialDistance: number, scene?: Scene) {\r\n super(name, position, scene);\r\n this.interaxialDistance = interaxialDistance;\r\n this.setCameraRigMode(Camera.RIG_MODE_STEREOSCOPIC_ANAGLYPH, { interaxialDistance: interaxialDistance });\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns AnaglyphUniversalCamera\r\n */\r\n public getClassName(): string {\r\n return \"AnaglyphUniversalCamera\";\r\n }\r\n\r\n protected _setRigMode = setStereoscopicAnaglyphRigMode.bind(null, this);\r\n}\r\n"]}
@@ -3,7 +3,7 @@ import type { Scene } from "../../scene";
3
3
  import { Vector3 } from "../../Maths/math.vector";
4
4
  /**
5
5
  * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
6
- * @see https://doc.babylonjs.com/features/cameras
6
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras
7
7
  */
8
8
  export declare class StereoscopicArcRotateCamera extends ArcRotateCamera {
9
9
  /**
@@ -8,7 +8,7 @@ Node.AddNodeConstructor("StereoscopicArcRotateCamera", (name, scene, options) =>
8
8
  });
9
9
  /**
10
10
  * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
11
- * @see https://doc.babylonjs.com/features/cameras
11
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras
12
12
  */
13
13
  export class StereoscopicArcRotateCamera extends ArcRotateCamera {
14
14
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"stereoscopicArcRotateCamera.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Cameras/Stereoscopic/stereoscopicArcRotateCamera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,eAAe,EAAE,MAAM,+BAA+B,CAAC;AAEhE,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAClD,OAAO,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAClC,OAAO,EAAE,sBAAsB,EAAE,MAAM,iCAAiC,CAAC;AAEzE,IAAI,CAAC,kBAAkB,CAAC,6BAA6B,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,EAAE,EAAE;IAC5E,OAAO,GAAG,EAAE,CAAC,IAAI,2BAA2B,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,OAAO,CAAC,mBAAmB,EAAE,OAAO,CAAC,wBAAwB,EAAE,KAAK,CAAC,CAAC;AACxJ,CAAC,CAAC,CAAC;AAEH;;;GAGG;AACH,MAAM,OAAO,2BAA4B,SAAQ,eAAe;IAC5D;;;;;;;;;;OAUG;IACH,YAAY,IAAY,EAAE,KAAa,EAAE,IAAY,EAAE,MAAc,EAAE,MAAe,EAAE,kBAA0B,EAAE,wBAAiC,EAAE,KAAa;QAChK,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,MAAM,EAAE,MAAM,EAAE,KAAK,CAAC,CAAC;QAgB1C,gBAAW,GAAG,sBAAsB,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;QAf5D,IAAI,CAAC,kBAAkB,GAAG,kBAAkB,CAAC;QAC7C,IAAI,CAAC,wBAAwB,GAAG,wBAAwB,CAAC;QACzD,IAAI,CAAC,gBAAgB,CAAC,wBAAwB,CAAC,CAAC,CAAC,MAAM,CAAC,yCAAyC,CAAC,CAAC,CAAC,MAAM,CAAC,+BAA+B,EAAE;YACxI,kBAAkB,EAAE,kBAAkB;SACzC,CAAC,CAAC;IACP,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,6BAA6B,CAAC;IACzC,CAAC;CAGJ","sourcesContent":["import { Camera } from \"../../Cameras/camera\";\r\nimport { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Node } from \"../../node\";\r\nimport { setStereoscopicRigMode } from \"../RigModes/stereoscopicRigMode\";\r\n\r\nNode.AddNodeConstructor(\"StereoscopicArcRotateCamera\", (name, scene, options) => {\r\n return () => new StereoscopicArcRotateCamera(name, 0, 0, 1.0, Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene);\r\n});\r\n\r\n/**\r\n * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)\r\n * @see https://doc.babylonjs.com/features/cameras\r\n */\r\nexport class StereoscopicArcRotateCamera extends ArcRotateCamera {\r\n /**\r\n * Creates a new StereoscopicArcRotateCamera\r\n * @param name defines camera name\r\n * @param alpha defines alpha angle (in radians)\r\n * @param beta defines beta angle (in radians)\r\n * @param radius defines radius\r\n * @param target defines camera target\r\n * @param interaxialDistance defines distance between each color axis\r\n * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene?: Scene) {\r\n super(name, alpha, beta, radius, target, scene);\r\n this.interaxialDistance = interaxialDistance;\r\n this.isStereoscopicSideBySide = isStereoscopicSideBySide;\r\n this.setCameraRigMode(isStereoscopicSideBySide ? Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, {\r\n interaxialDistance: interaxialDistance,\r\n });\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns StereoscopicArcRotateCamera\r\n */\r\n public getClassName(): string {\r\n return \"StereoscopicArcRotateCamera\";\r\n }\r\n\r\n protected _setRigMode = setStereoscopicRigMode.bind(null, this);\r\n}\r\n"]}
1
+ {"version":3,"file":"stereoscopicArcRotateCamera.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Cameras/Stereoscopic/stereoscopicArcRotateCamera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,eAAe,EAAE,MAAM,+BAA+B,CAAC;AAEhE,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAClD,OAAO,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAClC,OAAO,EAAE,sBAAsB,EAAE,MAAM,iCAAiC,CAAC;AAEzE,IAAI,CAAC,kBAAkB,CAAC,6BAA6B,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,EAAE,EAAE;IAC5E,OAAO,GAAG,EAAE,CAAC,IAAI,2BAA2B,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,OAAO,CAAC,mBAAmB,EAAE,OAAO,CAAC,wBAAwB,EAAE,KAAK,CAAC,CAAC;AACxJ,CAAC,CAAC,CAAC;AAEH;;;GAGG;AACH,MAAM,OAAO,2BAA4B,SAAQ,eAAe;IAC5D;;;;;;;;;;OAUG;IACH,YAAY,IAAY,EAAE,KAAa,EAAE,IAAY,EAAE,MAAc,EAAE,MAAe,EAAE,kBAA0B,EAAE,wBAAiC,EAAE,KAAa;QAChK,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,MAAM,EAAE,MAAM,EAAE,KAAK,CAAC,CAAC;QAgB1C,gBAAW,GAAG,sBAAsB,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;QAf5D,IAAI,CAAC,kBAAkB,GAAG,kBAAkB,CAAC;QAC7C,IAAI,CAAC,wBAAwB,GAAG,wBAAwB,CAAC;QACzD,IAAI,CAAC,gBAAgB,CAAC,wBAAwB,CAAC,CAAC,CAAC,MAAM,CAAC,yCAAyC,CAAC,CAAC,CAAC,MAAM,CAAC,+BAA+B,EAAE;YACxI,kBAAkB,EAAE,kBAAkB;SACzC,CAAC,CAAC;IACP,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,6BAA6B,CAAC;IACzC,CAAC;CAGJ","sourcesContent":["import { Camera } from \"../../Cameras/camera\";\r\nimport { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Node } from \"../../node\";\r\nimport { setStereoscopicRigMode } from \"../RigModes/stereoscopicRigMode\";\r\n\r\nNode.AddNodeConstructor(\"StereoscopicArcRotateCamera\", (name, scene, options) => {\r\n return () => new StereoscopicArcRotateCamera(name, 0, 0, 1.0, Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene);\r\n});\r\n\r\n/**\r\n * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n */\r\nexport class StereoscopicArcRotateCamera extends ArcRotateCamera {\r\n /**\r\n * Creates a new StereoscopicArcRotateCamera\r\n * @param name defines camera name\r\n * @param alpha defines alpha angle (in radians)\r\n * @param beta defines beta angle (in radians)\r\n * @param radius defines radius\r\n * @param target defines camera target\r\n * @param interaxialDistance defines distance between each color axis\r\n * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene?: Scene) {\r\n super(name, alpha, beta, radius, target, scene);\r\n this.interaxialDistance = interaxialDistance;\r\n this.isStereoscopicSideBySide = isStereoscopicSideBySide;\r\n this.setCameraRigMode(isStereoscopicSideBySide ? Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, {\r\n interaxialDistance: interaxialDistance,\r\n });\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns StereoscopicArcRotateCamera\r\n */\r\n public getClassName(): string {\r\n return \"StereoscopicArcRotateCamera\";\r\n }\r\n\r\n protected _setRigMode = setStereoscopicRigMode.bind(null, this);\r\n}\r\n"]}
@@ -3,7 +3,7 @@ import type { Scene } from "../../scene";
3
3
  import { Vector3 } from "../../Maths/math.vector";
4
4
  /**
5
5
  * Camera used to simulate stereoscopic rendering (based on FreeCamera)
6
- * @see https://doc.babylonjs.com/features/cameras
6
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras
7
7
  */
8
8
  export declare class StereoscopicFreeCamera extends FreeCamera {
9
9
  /**
@@ -8,7 +8,7 @@ Node.AddNodeConstructor("StereoscopicFreeCamera", (name, scene, options) => {
8
8
  });
9
9
  /**
10
10
  * Camera used to simulate stereoscopic rendering (based on FreeCamera)
11
- * @see https://doc.babylonjs.com/features/cameras
11
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras
12
12
  */
13
13
  export class StereoscopicFreeCamera extends FreeCamera {
14
14
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"stereoscopicFreeCamera.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Cameras/Stereoscopic/stereoscopicFreeCamera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,UAAU,EAAE,MAAM,0BAA0B,CAAC;AAEtD,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAClD,OAAO,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAClC,OAAO,EAAE,sBAAsB,EAAE,MAAM,iCAAiC,CAAC;AAEzE,IAAI,CAAC,kBAAkB,CAAC,wBAAwB,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,EAAE,EAAE;IACvE,OAAO,GAAG,EAAE,CAAC,IAAI,sBAAsB,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,OAAO,CAAC,mBAAmB,EAAE,OAAO,CAAC,wBAAwB,EAAE,KAAK,CAAC,CAAC;AACxI,CAAC,CAAC,CAAC;AAEH;;;GAGG;AACH,MAAM,OAAO,sBAAuB,SAAQ,UAAU;IAClD;;;;;;;OAOG;IACH,YAAY,IAAY,EAAE,QAAiB,EAAE,kBAA0B,EAAE,wBAAiC,EAAE,KAAa;QACrH,KAAK,CAAC,IAAI,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;QAgBvB,gBAAW,GAAG,sBAAsB,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;QAf5D,IAAI,CAAC,kBAAkB,GAAG,kBAAkB,CAAC;QAC7C,IAAI,CAAC,wBAAwB,GAAG,wBAAwB,CAAC;QACzD,IAAI,CAAC,gBAAgB,CAAC,wBAAwB,CAAC,CAAC,CAAC,MAAM,CAAC,yCAAyC,CAAC,CAAC,CAAC,MAAM,CAAC,+BAA+B,EAAE;YACxI,kBAAkB,EAAE,kBAAkB;SACzC,CAAC,CAAC;IACP,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,wBAAwB,CAAC;IACpC,CAAC;CAGJ","sourcesContent":["import { Camera } from \"../../Cameras/camera\";\r\nimport { FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Node } from \"../../node\";\r\nimport { setStereoscopicRigMode } from \"../RigModes/stereoscopicRigMode\";\r\n\r\nNode.AddNodeConstructor(\"StereoscopicFreeCamera\", (name, scene, options) => {\r\n return () => new StereoscopicFreeCamera(name, Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene);\r\n});\r\n\r\n/**\r\n * Camera used to simulate stereoscopic rendering (based on FreeCamera)\r\n * @see https://doc.babylonjs.com/features/cameras\r\n */\r\nexport class StereoscopicFreeCamera extends FreeCamera {\r\n /**\r\n * Creates a new StereoscopicFreeCamera\r\n * @param name defines camera name\r\n * @param position defines initial position\r\n * @param interaxialDistance defines distance between each color axis\r\n * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene?: Scene) {\r\n super(name, position, scene);\r\n this.interaxialDistance = interaxialDistance;\r\n this.isStereoscopicSideBySide = isStereoscopicSideBySide;\r\n this.setCameraRigMode(isStereoscopicSideBySide ? Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, {\r\n interaxialDistance: interaxialDistance,\r\n });\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns StereoscopicFreeCamera\r\n */\r\n public getClassName(): string {\r\n return \"StereoscopicFreeCamera\";\r\n }\r\n\r\n protected _setRigMode = setStereoscopicRigMode.bind(null, this);\r\n}\r\n"]}
1
+ {"version":3,"file":"stereoscopicFreeCamera.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Cameras/Stereoscopic/stereoscopicFreeCamera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,UAAU,EAAE,MAAM,0BAA0B,CAAC;AAEtD,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAClD,OAAO,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAClC,OAAO,EAAE,sBAAsB,EAAE,MAAM,iCAAiC,CAAC;AAEzE,IAAI,CAAC,kBAAkB,CAAC,wBAAwB,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,EAAE,EAAE;IACvE,OAAO,GAAG,EAAE,CAAC,IAAI,sBAAsB,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,OAAO,CAAC,mBAAmB,EAAE,OAAO,CAAC,wBAAwB,EAAE,KAAK,CAAC,CAAC;AACxI,CAAC,CAAC,CAAC;AAEH;;;GAGG;AACH,MAAM,OAAO,sBAAuB,SAAQ,UAAU;IAClD;;;;;;;OAOG;IACH,YAAY,IAAY,EAAE,QAAiB,EAAE,kBAA0B,EAAE,wBAAiC,EAAE,KAAa;QACrH,KAAK,CAAC,IAAI,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;QAgBvB,gBAAW,GAAG,sBAAsB,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;QAf5D,IAAI,CAAC,kBAAkB,GAAG,kBAAkB,CAAC;QAC7C,IAAI,CAAC,wBAAwB,GAAG,wBAAwB,CAAC;QACzD,IAAI,CAAC,gBAAgB,CAAC,wBAAwB,CAAC,CAAC,CAAC,MAAM,CAAC,yCAAyC,CAAC,CAAC,CAAC,MAAM,CAAC,+BAA+B,EAAE;YACxI,kBAAkB,EAAE,kBAAkB;SACzC,CAAC,CAAC;IACP,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,wBAAwB,CAAC;IACpC,CAAC;CAGJ","sourcesContent":["import { Camera } from \"../../Cameras/camera\";\r\nimport { FreeCamera } from \"../../Cameras/freeCamera\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Node } from \"../../node\";\r\nimport { setStereoscopicRigMode } from \"../RigModes/stereoscopicRigMode\";\r\n\r\nNode.AddNodeConstructor(\"StereoscopicFreeCamera\", (name, scene, options) => {\r\n return () => new StereoscopicFreeCamera(name, Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene);\r\n});\r\n\r\n/**\r\n * Camera used to simulate stereoscopic rendering (based on FreeCamera)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n */\r\nexport class StereoscopicFreeCamera extends FreeCamera {\r\n /**\r\n * Creates a new StereoscopicFreeCamera\r\n * @param name defines camera name\r\n * @param position defines initial position\r\n * @param interaxialDistance defines distance between each color axis\r\n * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene?: Scene) {\r\n super(name, position, scene);\r\n this.interaxialDistance = interaxialDistance;\r\n this.isStereoscopicSideBySide = isStereoscopicSideBySide;\r\n this.setCameraRigMode(isStereoscopicSideBySide ? Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, {\r\n interaxialDistance: interaxialDistance,\r\n });\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns StereoscopicFreeCamera\r\n */\r\n public getClassName(): string {\r\n return \"StereoscopicFreeCamera\";\r\n }\r\n\r\n protected _setRigMode = setStereoscopicRigMode.bind(null, this);\r\n}\r\n"]}
@@ -3,7 +3,7 @@ import type { Scene } from "../../scene";
3
3
  import { Vector3 } from "../../Maths/math.vector";
4
4
  /**
5
5
  * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
6
- * @see https://doc.babylonjs.com/features/cameras
6
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras
7
7
  */
8
8
  export declare class StereoscopicGamepadCamera extends GamepadCamera {
9
9
  /**
@@ -8,7 +8,7 @@ Node.AddNodeConstructor("StereoscopicGamepadCamera", (name, scene, options) => {
8
8
  });
9
9
  /**
10
10
  * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
11
- * @see https://doc.babylonjs.com/features/cameras
11
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras
12
12
  */
13
13
  export class StereoscopicGamepadCamera extends GamepadCamera {
14
14
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"stereoscopicGamepadCamera.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Cameras/Stereoscopic/stereoscopicGamepadCamera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,aAAa,EAAE,MAAM,6BAA6B,CAAC;AAE5D,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAClD,OAAO,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAClC,OAAO,EAAE,sBAAsB,EAAE,MAAM,iCAAiC,CAAC;AAEzE,IAAI,CAAC,kBAAkB,CAAC,2BAA2B,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,EAAE,EAAE;IAC1E,OAAO,GAAG,EAAE,CAAC,IAAI,yBAAyB,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,OAAO,CAAC,mBAAmB,EAAE,OAAO,CAAC,wBAAwB,EAAE,KAAK,CAAC,CAAC;AAC3I,CAAC,CAAC,CAAC;AAEH;;;GAGG;AACH,MAAM,OAAO,yBAA0B,SAAQ,aAAa;IACxD;;;;;;;OAOG;IACH,YAAY,IAAY,EAAE,QAAiB,EAAE,kBAA0B,EAAE,wBAAiC,EAAE,KAAa;QACrH,KAAK,CAAC,IAAI,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;QAgBvB,gBAAW,GAAG,sBAAsB,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;QAf5D,IAAI,CAAC,kBAAkB,GAAG,kBAAkB,CAAC;QAC7C,IAAI,CAAC,wBAAwB,GAAG,wBAAwB,CAAC;QACzD,IAAI,CAAC,gBAAgB,CAAC,wBAAwB,CAAC,CAAC,CAAC,MAAM,CAAC,yCAAyC,CAAC,CAAC,CAAC,MAAM,CAAC,+BAA+B,EAAE;YACxI,kBAAkB,EAAE,kBAAkB;SACzC,CAAC,CAAC;IACP,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,2BAA2B,CAAC;IACvC,CAAC;CAGJ","sourcesContent":["import { Camera } from \"../../Cameras/camera\";\r\nimport { GamepadCamera } from \"../../Cameras/gamepadCamera\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Node } from \"../../node\";\r\nimport { setStereoscopicRigMode } from \"../RigModes/stereoscopicRigMode\";\r\n\r\nNode.AddNodeConstructor(\"StereoscopicGamepadCamera\", (name, scene, options) => {\r\n return () => new StereoscopicGamepadCamera(name, Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene);\r\n});\r\n\r\n/**\r\n * Camera used to simulate stereoscopic rendering (based on GamepadCamera)\r\n * @see https://doc.babylonjs.com/features/cameras\r\n */\r\nexport class StereoscopicGamepadCamera extends GamepadCamera {\r\n /**\r\n * Creates a new StereoscopicGamepadCamera\r\n * @param name defines camera name\r\n * @param position defines initial position\r\n * @param interaxialDistance defines distance between each color axis\r\n * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene?: Scene) {\r\n super(name, position, scene);\r\n this.interaxialDistance = interaxialDistance;\r\n this.isStereoscopicSideBySide = isStereoscopicSideBySide;\r\n this.setCameraRigMode(isStereoscopicSideBySide ? Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, {\r\n interaxialDistance: interaxialDistance,\r\n });\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns StereoscopicGamepadCamera\r\n */\r\n public getClassName(): string {\r\n return \"StereoscopicGamepadCamera\";\r\n }\r\n\r\n protected _setRigMode = setStereoscopicRigMode.bind(null, this);\r\n}\r\n"]}
1
+ {"version":3,"file":"stereoscopicGamepadCamera.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Cameras/Stereoscopic/stereoscopicGamepadCamera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,aAAa,EAAE,MAAM,6BAA6B,CAAC;AAE5D,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAClD,OAAO,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAClC,OAAO,EAAE,sBAAsB,EAAE,MAAM,iCAAiC,CAAC;AAEzE,IAAI,CAAC,kBAAkB,CAAC,2BAA2B,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,EAAE,EAAE;IAC1E,OAAO,GAAG,EAAE,CAAC,IAAI,yBAAyB,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,OAAO,CAAC,mBAAmB,EAAE,OAAO,CAAC,wBAAwB,EAAE,KAAK,CAAC,CAAC;AAC3I,CAAC,CAAC,CAAC;AAEH;;;GAGG;AACH,MAAM,OAAO,yBAA0B,SAAQ,aAAa;IACxD;;;;;;;OAOG;IACH,YAAY,IAAY,EAAE,QAAiB,EAAE,kBAA0B,EAAE,wBAAiC,EAAE,KAAa;QACrH,KAAK,CAAC,IAAI,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;QAgBvB,gBAAW,GAAG,sBAAsB,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;QAf5D,IAAI,CAAC,kBAAkB,GAAG,kBAAkB,CAAC;QAC7C,IAAI,CAAC,wBAAwB,GAAG,wBAAwB,CAAC;QACzD,IAAI,CAAC,gBAAgB,CAAC,wBAAwB,CAAC,CAAC,CAAC,MAAM,CAAC,yCAAyC,CAAC,CAAC,CAAC,MAAM,CAAC,+BAA+B,EAAE;YACxI,kBAAkB,EAAE,kBAAkB;SACzC,CAAC,CAAC;IACP,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,2BAA2B,CAAC;IACvC,CAAC;CAGJ","sourcesContent":["import { Camera } from \"../../Cameras/camera\";\r\nimport { GamepadCamera } from \"../../Cameras/gamepadCamera\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Node } from \"../../node\";\r\nimport { setStereoscopicRigMode } from \"../RigModes/stereoscopicRigMode\";\r\n\r\nNode.AddNodeConstructor(\"StereoscopicGamepadCamera\", (name, scene, options) => {\r\n return () => new StereoscopicGamepadCamera(name, Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene);\r\n});\r\n\r\n/**\r\n * Camera used to simulate stereoscopic rendering (based on GamepadCamera)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n */\r\nexport class StereoscopicGamepadCamera extends GamepadCamera {\r\n /**\r\n * Creates a new StereoscopicGamepadCamera\r\n * @param name defines camera name\r\n * @param position defines initial position\r\n * @param interaxialDistance defines distance between each color axis\r\n * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene?: Scene) {\r\n super(name, position, scene);\r\n this.interaxialDistance = interaxialDistance;\r\n this.isStereoscopicSideBySide = isStereoscopicSideBySide;\r\n this.setCameraRigMode(isStereoscopicSideBySide ? Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, {\r\n interaxialDistance: interaxialDistance,\r\n });\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns StereoscopicGamepadCamera\r\n */\r\n public getClassName(): string {\r\n return \"StereoscopicGamepadCamera\";\r\n }\r\n\r\n protected _setRigMode = setStereoscopicRigMode.bind(null, this);\r\n}\r\n"]}
@@ -5,7 +5,7 @@ import { Vector3 } from "../../Maths/math.vector";
5
5
  import type { Nullable } from "../../types";
6
6
  /**
7
7
  * Camera used to simulate stereoscopic rendering on real screens (based on UniversalCamera)
8
- * @see https://doc.babylonjs.com/features/cameras
8
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras
9
9
  */
10
10
  export declare class StereoscopicScreenUniversalCamera extends UniversalCamera {
11
11
  private _distanceToProjectionPlane;
@@ -6,7 +6,7 @@ import { TransformNode } from "../../Meshes/transformNode.js";
6
6
  import { Viewport } from "../../Maths/math.viewport.js";
7
7
  /**
8
8
  * Camera used to simulate stereoscopic rendering on real screens (based on UniversalCamera)
9
- * @see https://doc.babylonjs.com/features/cameras
9
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras
10
10
  */
11
11
  export class StereoscopicScreenUniversalCamera extends UniversalCamera {
12
12
  /**
@@ -1 +1 @@
1
- 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{ Camera } from \"../../Cameras/camera\";\r\nimport { UniversalCamera } from \"../../Cameras/universalCamera\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, Vector3 } from \"../../Maths/math.vector\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { TargetCamera } from \"../targetCamera\";\r\nimport { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Viewport } from \"../../Maths/math.viewport\";\r\n\r\n/**\r\n * Camera used to simulate stereoscopic rendering on real screens (based on UniversalCamera)\r\n * @see https://doc.babylonjs.com/features/cameras\r\n */\r\nexport class StereoscopicScreenUniversalCamera extends UniversalCamera {\r\n private _distanceToProjectionPlane: number;\r\n private _distanceBetweenEyes: number;\r\n\r\n public set distanceBetweenEyes(newValue: number) {\r\n this._distanceBetweenEyes = newValue;\r\n }\r\n\r\n /**\r\n * distance between the eyes\r\n */\r\n public get distanceBetweenEyes(): number {\r\n return this._distanceBetweenEyes;\r\n }\r\n\r\n public set distanceToProjectionPlane(newValue: number) {\r\n this._distanceToProjectionPlane = newValue;\r\n }\r\n\r\n /**\r\n * Distance to projection plane (should be the same units the like distance between the eyes)\r\n */\r\n public get distanceToProjectionPlane(): number {\r\n return this._distanceToProjectionPlane;\r\n }\r\n /**\r\n * Creates a new StereoscopicScreenUniversalCamera\r\n * @param name defines camera name\r\n * @param position defines initial position\r\n * @param scene defines the hosting scene\r\n * @param distanceToProjectionPlane defines distance between each color axis. The rig cameras will receive this as their negative z position!\r\n * @param distanceBetweenEyes defines is stereoscopic is done side by side or over under\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene, distanceToProjectionPlane: number = 1, distanceBetweenEyes: number = 0.065) {\r\n super(name, position, scene);\r\n this._distanceBetweenEyes = distanceBetweenEyes;\r\n this._distanceToProjectionPlane = distanceToProjectionPlane;\r\n this.setCameraRigMode(Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL, {\r\n stereoHalfAngle: 0,\r\n });\r\n this._cameraRigParams.stereoHalfAngle = 0;\r\n this._cameraRigParams.interaxialDistance = distanceBetweenEyes;\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns StereoscopicScreenUniversalCamera\r\n */\r\n public getClassName(): string {\r\n return \"StereoscopicUniversalCamera\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public createRigCamera(name: string): Nullable<Camera> {\r\n const camera = new TargetCamera(name, Vector3.Zero(), this.getScene());\r\n const transform = new TransformNode(\"tm_\" + name, this.getScene());\r\n camera.parent = transform;\r\n transform.setPivotMatrix(Matrix.Identity(), false);\r\n camera.isRigCamera = true;\r\n camera.rigParent = this;\r\n return camera;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _updateRigCameras() {\r\n for (let cameraIndex = 0; cameraIndex < this._rigCameras.length; cameraIndex++) {\r\n const cam = this._rigCameras[cameraIndex] as TargetCamera;\r\n cam.minZ = this.minZ;\r\n cam.maxZ = this.maxZ;\r\n cam.fov = this.fov;\r\n cam.upVector.copyFrom(this.upVector);\r\n if (cam.rotationQuaternion) {\r\n cam.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n } else {\r\n cam.rotation.copyFrom(this.rotation);\r\n }\r\n this._updateCamera(this._rigCameras[cameraIndex] as TargetCamera, cameraIndex);\r\n }\r\n }\r\n\r\n private _updateCamera(camera: TargetCamera, cameraIndex: number) {\r\n const b = this.distanceBetweenEyes / 2;\r\n const z = b / this.distanceToProjectionPlane;\r\n camera.position.copyFrom(this.position);\r\n camera.position.addInPlaceFromFloats(cameraIndex === 0 ? -b : b, 0, -this._distanceToProjectionPlane);\r\n const transform = camera.parent as TransformNode;\r\n const m = transform.getPivotMatrix();\r\n m.setTranslationFromFloats(cameraIndex === 0 ? b : -b, 0, 0);\r\n m.setRowFromFloats(2, cameraIndex === 0 ? z : -z, 0, 1, 0);\r\n transform.setPivotMatrix(m, false);\r\n }\r\n\r\n protected _setRigMode() {\r\n this._rigCameras[0].viewport = new Viewport(0, 0, 0.5, 1);\r\n this._rigCameras[1].viewport = new Viewport(0.5, 0, 0.5, 1.0);\r\n for (let cameraIndex = 0; cameraIndex < this._rigCameras.length; cameraIndex++) {\r\n this._updateCamera(this._rigCameras[cameraIndex] as TargetCamera, cameraIndex);\r\n }\r\n }\r\n}\r\n"]}
1
+ 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{ Camera } from \"../../Cameras/camera\";\r\nimport { UniversalCamera } from \"../../Cameras/universalCamera\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Matrix, Vector3 } from \"../../Maths/math.vector\";\r\nimport type { Nullable } from \"../../types\";\r\nimport { TargetCamera } from \"../targetCamera\";\r\nimport { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Viewport } from \"../../Maths/math.viewport\";\r\n\r\n/**\r\n * Camera used to simulate stereoscopic rendering on real screens (based on UniversalCamera)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n */\r\nexport class StereoscopicScreenUniversalCamera extends UniversalCamera {\r\n private _distanceToProjectionPlane: number;\r\n private _distanceBetweenEyes: number;\r\n\r\n public set distanceBetweenEyes(newValue: number) {\r\n this._distanceBetweenEyes = newValue;\r\n }\r\n\r\n /**\r\n * distance between the eyes\r\n */\r\n public get distanceBetweenEyes(): number {\r\n return this._distanceBetweenEyes;\r\n }\r\n\r\n public set distanceToProjectionPlane(newValue: number) {\r\n this._distanceToProjectionPlane = newValue;\r\n }\r\n\r\n /**\r\n * Distance to projection plane (should be the same units the like distance between the eyes)\r\n */\r\n public get distanceToProjectionPlane(): number {\r\n return this._distanceToProjectionPlane;\r\n }\r\n /**\r\n * Creates a new StereoscopicScreenUniversalCamera\r\n * @param name defines camera name\r\n * @param position defines initial position\r\n * @param scene defines the hosting scene\r\n * @param distanceToProjectionPlane defines distance between each color axis. The rig cameras will receive this as their negative z position!\r\n * @param distanceBetweenEyes defines is stereoscopic is done side by side or over under\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene, distanceToProjectionPlane: number = 1, distanceBetweenEyes: number = 0.065) {\r\n super(name, position, scene);\r\n this._distanceBetweenEyes = distanceBetweenEyes;\r\n this._distanceToProjectionPlane = distanceToProjectionPlane;\r\n this.setCameraRigMode(Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL, {\r\n stereoHalfAngle: 0,\r\n });\r\n this._cameraRigParams.stereoHalfAngle = 0;\r\n this._cameraRigParams.interaxialDistance = distanceBetweenEyes;\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns StereoscopicScreenUniversalCamera\r\n */\r\n public getClassName(): string {\r\n return \"StereoscopicUniversalCamera\";\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public createRigCamera(name: string): Nullable<Camera> {\r\n const camera = new TargetCamera(name, Vector3.Zero(), this.getScene());\r\n const transform = new TransformNode(\"tm_\" + name, this.getScene());\r\n camera.parent = transform;\r\n transform.setPivotMatrix(Matrix.Identity(), false);\r\n camera.isRigCamera = true;\r\n camera.rigParent = this;\r\n return camera;\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public _updateRigCameras() {\r\n for (let cameraIndex = 0; cameraIndex < this._rigCameras.length; cameraIndex++) {\r\n const cam = this._rigCameras[cameraIndex] as TargetCamera;\r\n cam.minZ = this.minZ;\r\n cam.maxZ = this.maxZ;\r\n cam.fov = this.fov;\r\n cam.upVector.copyFrom(this.upVector);\r\n if (cam.rotationQuaternion) {\r\n cam.rotationQuaternion.copyFrom(this.rotationQuaternion);\r\n } else {\r\n cam.rotation.copyFrom(this.rotation);\r\n }\r\n this._updateCamera(this._rigCameras[cameraIndex] as TargetCamera, cameraIndex);\r\n }\r\n }\r\n\r\n private _updateCamera(camera: TargetCamera, cameraIndex: number) {\r\n const b = this.distanceBetweenEyes / 2;\r\n const z = b / this.distanceToProjectionPlane;\r\n camera.position.copyFrom(this.position);\r\n camera.position.addInPlaceFromFloats(cameraIndex === 0 ? -b : b, 0, -this._distanceToProjectionPlane);\r\n const transform = camera.parent as TransformNode;\r\n const m = transform.getPivotMatrix();\r\n m.setTranslationFromFloats(cameraIndex === 0 ? b : -b, 0, 0);\r\n m.setRowFromFloats(2, cameraIndex === 0 ? z : -z, 0, 1, 0);\r\n transform.setPivotMatrix(m, false);\r\n }\r\n\r\n protected _setRigMode() {\r\n this._rigCameras[0].viewport = new Viewport(0, 0, 0.5, 1);\r\n this._rigCameras[1].viewport = new Viewport(0.5, 0, 0.5, 1.0);\r\n for (let cameraIndex = 0; cameraIndex < this._rigCameras.length; cameraIndex++) {\r\n this._updateCamera(this._rigCameras[cameraIndex] as TargetCamera, cameraIndex);\r\n }\r\n }\r\n}\r\n"]}
@@ -3,7 +3,7 @@ import type { Scene } from "../../scene";
3
3
  import { Vector3 } from "../../Maths/math.vector";
4
4
  /**
5
5
  * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
6
- * @see https://doc.babylonjs.com/features/cameras
6
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras
7
7
  */
8
8
  export declare class StereoscopicUniversalCamera extends UniversalCamera {
9
9
  /**
@@ -8,7 +8,7 @@ Node.AddNodeConstructor("StereoscopicFreeCamera", (name, scene, options) => {
8
8
  });
9
9
  /**
10
10
  * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
11
- * @see https://doc.babylonjs.com/features/cameras
11
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras
12
12
  */
13
13
  export class StereoscopicUniversalCamera extends UniversalCamera {
14
14
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"stereoscopicUniversalCamera.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Cameras/Stereoscopic/stereoscopicUniversalCamera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,eAAe,EAAE,MAAM,+BAA+B,CAAC;AAEhE,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAClD,OAAO,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAClC,OAAO,EAAE,sBAAsB,EAAE,MAAM,iCAAiC,CAAC;AAEzE,IAAI,CAAC,kBAAkB,CAAC,wBAAwB,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,EAAE,EAAE;IACvE,OAAO,GAAG,EAAE,CAAC,IAAI,2BAA2B,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,OAAO,CAAC,mBAAmB,EAAE,OAAO,CAAC,wBAAwB,EAAE,KAAK,CAAC,CAAC;AAC7I,CAAC,CAAC,CAAC;AACH;;;GAGG;AACH,MAAM,OAAO,2BAA4B,SAAQ,eAAe;IAC5D;;;;;;;OAOG;IACH,YAAY,IAAY,EAAE,QAAiB,EAAE,kBAA0B,EAAE,wBAAiC,EAAE,KAAa;QACrH,KAAK,CAAC,IAAI,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;QAgBvB,gBAAW,GAAG,sBAAsB,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;QAf5D,IAAI,CAAC,kBAAkB,GAAG,kBAAkB,CAAC;QAC7C,IAAI,CAAC,wBAAwB,GAAG,wBAAwB,CAAC;QACzD,IAAI,CAAC,gBAAgB,CAAC,wBAAwB,CAAC,CAAC,CAAC,MAAM,CAAC,yCAAyC,CAAC,CAAC,CAAC,MAAM,CAAC,+BAA+B,EAAE;YACxI,kBAAkB,EAAE,kBAAkB;SACzC,CAAC,CAAC;IACP,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,6BAA6B,CAAC;IACzC,CAAC;CAGJ","sourcesContent":["import { Camera } from \"../../Cameras/camera\";\r\nimport { UniversalCamera } from \"../../Cameras/universalCamera\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Node } from \"../../node\";\r\nimport { setStereoscopicRigMode } from \"../RigModes/stereoscopicRigMode\";\r\n\r\nNode.AddNodeConstructor(\"StereoscopicFreeCamera\", (name, scene, options) => {\r\n return () => new StereoscopicUniversalCamera(name, Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene);\r\n});\r\n/**\r\n * Camera used to simulate stereoscopic rendering (based on UniversalCamera)\r\n * @see https://doc.babylonjs.com/features/cameras\r\n */\r\nexport class StereoscopicUniversalCamera extends UniversalCamera {\r\n /**\r\n * Creates a new StereoscopicUniversalCamera\r\n * @param name defines camera name\r\n * @param position defines initial position\r\n * @param interaxialDistance defines distance between each color axis\r\n * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene?: Scene) {\r\n super(name, position, scene);\r\n this.interaxialDistance = interaxialDistance;\r\n this.isStereoscopicSideBySide = isStereoscopicSideBySide;\r\n this.setCameraRigMode(isStereoscopicSideBySide ? Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, {\r\n interaxialDistance: interaxialDistance,\r\n });\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns StereoscopicUniversalCamera\r\n */\r\n public getClassName(): string {\r\n return \"StereoscopicUniversalCamera\";\r\n }\r\n\r\n protected _setRigMode = setStereoscopicRigMode.bind(null, this);\r\n}\r\n"]}
1
+ {"version":3,"file":"stereoscopicUniversalCamera.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Cameras/Stereoscopic/stereoscopicUniversalCamera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,eAAe,EAAE,MAAM,+BAA+B,CAAC;AAEhE,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAClD,OAAO,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAClC,OAAO,EAAE,sBAAsB,EAAE,MAAM,iCAAiC,CAAC;AAEzE,IAAI,CAAC,kBAAkB,CAAC,wBAAwB,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,OAAO,EAAE,EAAE;IACvE,OAAO,GAAG,EAAE,CAAC,IAAI,2BAA2B,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,OAAO,CAAC,mBAAmB,EAAE,OAAO,CAAC,wBAAwB,EAAE,KAAK,CAAC,CAAC;AAC7I,CAAC,CAAC,CAAC;AACH;;;GAGG;AACH,MAAM,OAAO,2BAA4B,SAAQ,eAAe;IAC5D;;;;;;;OAOG;IACH,YAAY,IAAY,EAAE,QAAiB,EAAE,kBAA0B,EAAE,wBAAiC,EAAE,KAAa;QACrH,KAAK,CAAC,IAAI,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;QAgBvB,gBAAW,GAAG,sBAAsB,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;QAf5D,IAAI,CAAC,kBAAkB,GAAG,kBAAkB,CAAC;QAC7C,IAAI,CAAC,wBAAwB,GAAG,wBAAwB,CAAC;QACzD,IAAI,CAAC,gBAAgB,CAAC,wBAAwB,CAAC,CAAC,CAAC,MAAM,CAAC,yCAAyC,CAAC,CAAC,CAAC,MAAM,CAAC,+BAA+B,EAAE;YACxI,kBAAkB,EAAE,kBAAkB;SACzC,CAAC,CAAC;IACP,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,6BAA6B,CAAC;IACzC,CAAC;CAGJ","sourcesContent":["import { Camera } from \"../../Cameras/camera\";\r\nimport { UniversalCamera } from \"../../Cameras/universalCamera\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Node } from \"../../node\";\r\nimport { setStereoscopicRigMode } from \"../RigModes/stereoscopicRigMode\";\r\n\r\nNode.AddNodeConstructor(\"StereoscopicFreeCamera\", (name, scene, options) => {\r\n return () => new StereoscopicUniversalCamera(name, Vector3.Zero(), options.interaxial_distance, options.isStereoscopicSideBySide, scene);\r\n});\r\n/**\r\n * Camera used to simulate stereoscopic rendering (based on UniversalCamera)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras\r\n */\r\nexport class StereoscopicUniversalCamera extends UniversalCamera {\r\n /**\r\n * Creates a new StereoscopicUniversalCamera\r\n * @param name defines camera name\r\n * @param position defines initial position\r\n * @param interaxialDistance defines distance between each color axis\r\n * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under\r\n * @param scene defines the hosting scene\r\n */\r\n constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene?: Scene) {\r\n super(name, position, scene);\r\n this.interaxialDistance = interaxialDistance;\r\n this.isStereoscopicSideBySide = isStereoscopicSideBySide;\r\n this.setCameraRigMode(isStereoscopicSideBySide ? Camera.RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL : Camera.RIG_MODE_STEREOSCOPIC_OVERUNDER, {\r\n interaxialDistance: interaxialDistance,\r\n });\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns StereoscopicUniversalCamera\r\n */\r\n public getClassName(): string {\r\n return \"StereoscopicUniversalCamera\";\r\n }\r\n\r\n protected _setRigMode = setStereoscopicRigMode.bind(null, this);\r\n}\r\n"]}
@@ -1,7 +1,7 @@
1
1
  import { Matrix } from "../../Maths/math.vector";
2
2
  /**
3
3
  * This represents all the required metrics to create a VR camera.
4
- * @see https://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
4
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#device-orientation-camera
5
5
  */
6
6
  export declare class VRCameraMetrics {
7
7
  /**
@@ -1,7 +1,7 @@
1
1
  import { Matrix } from "../../Maths/math.vector.js";
2
2
  /**
3
3
  * This represents all the required metrics to create a VR camera.
4
- * @see https://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
4
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#device-orientation-camera
5
5
  */
6
6
  export class VRCameraMetrics {
7
7
  constructor() {
@@ -1 +1 @@
1
- {"version":3,"file":"vrCameraMetrics.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Cameras/VR/vrCameraMetrics.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,yBAAyB,CAAC;AACjD;;;GAGG;AACH,MAAM,OAAO,eAAe;IAA5B;QAmDI;;WAEG;QACI,yBAAoB,GAAG,IAAI,CAAC;QAEnC;;WAEG;QACI,qBAAgB,GAAG,KAAK,CAAC;IAwEpC,CAAC;IAtEG;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,WAAW,CAAC,CAAC;IACrD,CAAC;IAED;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,CAAC,GAAG,IAAI,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC,sBAAsB,GAAG,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,mBAAmB,CAAC,CAAC,CAAC;IAC5G,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,MAAM,MAAM,GAAG,IAAI,CAAC,WAAW,GAAG,CAAC,GAAG,IAAI,CAAC,sBAAsB,GAAG,CAAC,CAAC;QACtE,MAAM,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,GAAG,IAAI,CAAC,WAAW,CAAC;QAE1C,OAAO,MAAM,CAAC,WAAW,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IACvC,CAAC;IAED;;OAEG;IACH,IAAW,YAAY;QACnB,MAAM,MAAM,GAAG,IAAI,CAAC,WAAW,GAAG,CAAC,GAAG,IAAI,CAAC,sBAAsB,GAAG,CAAC,CAAC;QACtE,MAAM,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,GAAG,IAAI,CAAC,WAAW,CAAC;QAE1C,OAAO,MAAM,CAAC,WAAW,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IACxC,CAAC;IAED;;OAEG;IACH,IAAW,iBAAiB;QACxB,OAAO,MAAM,CAAC,WAAW,CAAC,GAAG,GAAG,IAAI,CAAC,sBAAsB,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IACvE,CAAC;IAED;;OAEG;IACH,IAAW,kBAAkB;QACzB,OAAO,MAAM,CAAC,WAAW,CAAC,CAAC,GAAG,GAAG,IAAI,CAAC,sBAAsB,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IACxE,CAAC;IAED;;;OAGG;IACI,MAAM,CAAC,UAAU;QACpB,MAAM,MAAM,GAAG,IAAI,eAAe,EAAE,CAAC;QAErC,MAAM,CAAC,WAAW,GAAG,IAAI,CAAC;QAC1B,MAAM,CAAC,WAAW,GAAG,GAAG,CAAC;QACzB,MAAM,CAAC,WAAW,GAAG,WAAW,CAAC;QACjC,MAAM,CAAC,WAAW,GAAG,YAAY,CAAC;QAClC,MAAM,CAAC,aAAa,GAAG,YAAY,CAAC;QACpC,MAAM,CAAC,mBAAmB,GAAG,YAAY,CAAC;QAC1C,MAAM,CAAC,sBAAsB,GAAG,WAAW,CAAC;QAC5C,MAAM,CAAC,sBAAsB,GAAG,WAAW,CAAC;QAC5C,MAAM,CAAC,WAAW,GAAG,CAAC,GAAG,EAAE,WAAW,EAAE,WAAW,EAAE,GAAG,CAAC,CAAC;QAC1D,MAAM,CAAC,kBAAkB,GAAG,CAAC,WAAW,EAAE,CAAC,aAAa,EAAE,UAAU,EAAE,GAAG,CAAC,CAAC;QAC3E,MAAM,CAAC,sBAAsB,GAAG,iBAAiB,CAAC;QAClD,MAAM,CAAC,gBAAgB,GAAG,WAAW,CAAC;QAEtC,OAAO,MAAM,CAAC;IAClB,CAAC;CACJ","sourcesContent":["import { Matrix } from \"../../Maths/math.vector\";\r\n/**\r\n * This represents all the required metrics to create a VR camera.\r\n * @see https://doc.babylonjs.com/babylon101/cameras#device-orientation-camera\r\n */\r\nexport class VRCameraMetrics {\r\n /**\r\n * Define the horizontal resolution off the screen.\r\n */\r\n public hResolution: number;\r\n /**\r\n * Define the vertical resolution off the screen.\r\n */\r\n public vResolution: number;\r\n /**\r\n * Define the horizontal screen size.\r\n */\r\n public hScreenSize: number;\r\n /**\r\n * Define the vertical screen size.\r\n */\r\n public vScreenSize: number;\r\n /**\r\n * Define the vertical screen center position.\r\n */\r\n public vScreenCenter: number;\r\n /**\r\n * Define the distance of the eyes to the screen.\r\n */\r\n public eyeToScreenDistance: number;\r\n /**\r\n * Define the distance between both lenses\r\n */\r\n public lensSeparationDistance: number;\r\n /**\r\n * Define the distance between both viewer's eyes.\r\n */\r\n public interpupillaryDistance: number;\r\n /**\r\n * Define the distortion factor of the VR postprocess.\r\n * Please, touch with care.\r\n */\r\n public distortionK: number[];\r\n /**\r\n * Define the chromatic aberration correction factors for the VR post process.\r\n */\r\n public chromaAbCorrection: number[];\r\n /**\r\n * Define the scale factor of the post process.\r\n * The smaller the better but the slower.\r\n */\r\n public postProcessScaleFactor: number;\r\n /**\r\n * Define an offset for the lens center.\r\n */\r\n public lensCenterOffset: number;\r\n /**\r\n * Define if the current vr camera should compensate the distortion of the lens or not.\r\n */\r\n public compensateDistortion = true;\r\n\r\n /**\r\n * Defines if multiview should be enabled when rendering (Default: false)\r\n */\r\n public multiviewEnabled = false;\r\n\r\n /**\r\n * Gets the rendering aspect ratio based on the provided resolutions.\r\n */\r\n public get aspectRatio(): number {\r\n return this.hResolution / (2 * this.vResolution);\r\n }\r\n\r\n /**\r\n * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.\r\n */\r\n public get aspectRatioFov(): number {\r\n return 2 * Math.atan((this.postProcessScaleFactor * this.vScreenSize) / (2 * this.eyeToScreenDistance));\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public get leftHMatrix(): Matrix {\r\n const meters = this.hScreenSize / 4 - this.lensSeparationDistance / 2;\r\n const h = (4 * meters) / this.hScreenSize;\r\n\r\n return Matrix.Translation(h, 0, 0);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public get rightHMatrix(): Matrix {\r\n const meters = this.hScreenSize / 4 - this.lensSeparationDistance / 2;\r\n const h = (4 * meters) / this.hScreenSize;\r\n\r\n return Matrix.Translation(-h, 0, 0);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public get leftPreViewMatrix(): Matrix {\r\n return Matrix.Translation(0.5 * this.interpupillaryDistance, 0, 0);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public get rightPreViewMatrix(): Matrix {\r\n return Matrix.Translation(-0.5 * this.interpupillaryDistance, 0, 0);\r\n }\r\n\r\n /**\r\n * Get the default VRMetrics based on the most generic setup.\r\n * @returns the default vr metrics\r\n */\r\n public static GetDefault(): VRCameraMetrics {\r\n const result = new VRCameraMetrics();\r\n\r\n result.hResolution = 1280;\r\n result.vResolution = 800;\r\n result.hScreenSize = 0.149759993;\r\n result.vScreenSize = 0.0935999975;\r\n result.vScreenCenter = 0.0467999987;\r\n result.eyeToScreenDistance = 0.0410000011;\r\n result.lensSeparationDistance = 0.063500002;\r\n result.interpupillaryDistance = 0.064000003;\r\n result.distortionK = [1.0, 0.219999999, 0.239999995, 0.0];\r\n result.chromaAbCorrection = [0.995999992, -0.00400000019, 1.01400006, 0.0];\r\n result.postProcessScaleFactor = 1.714605507808412;\r\n result.lensCenterOffset = 0.151976421;\r\n\r\n return result;\r\n }\r\n}\r\n"]}
1
+ {"version":3,"file":"vrCameraMetrics.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Cameras/VR/vrCameraMetrics.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,yBAAyB,CAAC;AACjD;;;GAGG;AACH,MAAM,OAAO,eAAe;IAA5B;QAmDI;;WAEG;QACI,yBAAoB,GAAG,IAAI,CAAC;QAEnC;;WAEG;QACI,qBAAgB,GAAG,KAAK,CAAC;IAwEpC,CAAC;IAtEG;;OAEG;IACH,IAAW,WAAW;QAClB,OAAO,IAAI,CAAC,WAAW,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,WAAW,CAAC,CAAC;IACrD,CAAC;IAED;;OAEG;IACH,IAAW,cAAc;QACrB,OAAO,CAAC,GAAG,IAAI,CAAC,IAAI,CAAC,CAAC,IAAI,CAAC,sBAAsB,GAAG,IAAI,CAAC,WAAW,CAAC,GAAG,CAAC,CAAC,GAAG,IAAI,CAAC,mBAAmB,CAAC,CAAC,CAAC;IAC5G,CAAC;IAED;;OAEG;IACH,IAAW,WAAW;QAClB,MAAM,MAAM,GAAG,IAAI,CAAC,WAAW,GAAG,CAAC,GAAG,IAAI,CAAC,sBAAsB,GAAG,CAAC,CAAC;QACtE,MAAM,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,GAAG,IAAI,CAAC,WAAW,CAAC;QAE1C,OAAO,MAAM,CAAC,WAAW,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IACvC,CAAC;IAED;;OAEG;IACH,IAAW,YAAY;QACnB,MAAM,MAAM,GAAG,IAAI,CAAC,WAAW,GAAG,CAAC,GAAG,IAAI,CAAC,sBAAsB,GAAG,CAAC,CAAC;QACtE,MAAM,CAAC,GAAG,CAAC,CAAC,GAAG,MAAM,CAAC,GAAG,IAAI,CAAC,WAAW,CAAC;QAE1C,OAAO,MAAM,CAAC,WAAW,CAAC,CAAC,CAAC,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IACxC,CAAC;IAED;;OAEG;IACH,IAAW,iBAAiB;QACxB,OAAO,MAAM,CAAC,WAAW,CAAC,GAAG,GAAG,IAAI,CAAC,sBAAsB,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IACvE,CAAC;IAED;;OAEG;IACH,IAAW,kBAAkB;QACzB,OAAO,MAAM,CAAC,WAAW,CAAC,CAAC,GAAG,GAAG,IAAI,CAAC,sBAAsB,EAAE,CAAC,EAAE,CAAC,CAAC,CAAC;IACxE,CAAC;IAED;;;OAGG;IACI,MAAM,CAAC,UAAU;QACpB,MAAM,MAAM,GAAG,IAAI,eAAe,EAAE,CAAC;QAErC,MAAM,CAAC,WAAW,GAAG,IAAI,CAAC;QAC1B,MAAM,CAAC,WAAW,GAAG,GAAG,CAAC;QACzB,MAAM,CAAC,WAAW,GAAG,WAAW,CAAC;QACjC,MAAM,CAAC,WAAW,GAAG,YAAY,CAAC;QAClC,MAAM,CAAC,aAAa,GAAG,YAAY,CAAC;QACpC,MAAM,CAAC,mBAAmB,GAAG,YAAY,CAAC;QAC1C,MAAM,CAAC,sBAAsB,GAAG,WAAW,CAAC;QAC5C,MAAM,CAAC,sBAAsB,GAAG,WAAW,CAAC;QAC5C,MAAM,CAAC,WAAW,GAAG,CAAC,GAAG,EAAE,WAAW,EAAE,WAAW,EAAE,GAAG,CAAC,CAAC;QAC1D,MAAM,CAAC,kBAAkB,GAAG,CAAC,WAAW,EAAE,CAAC,aAAa,EAAE,UAAU,EAAE,GAAG,CAAC,CAAC;QAC3E,MAAM,CAAC,sBAAsB,GAAG,iBAAiB,CAAC;QAClD,MAAM,CAAC,gBAAgB,GAAG,WAAW,CAAC;QAEtC,OAAO,MAAM,CAAC;IAClB,CAAC;CACJ","sourcesContent":["import { Matrix } from \"../../Maths/math.vector\";\r\n/**\r\n * This represents all the required metrics to create a VR camera.\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#device-orientation-camera\r\n */\r\nexport class VRCameraMetrics {\r\n /**\r\n * Define the horizontal resolution off the screen.\r\n */\r\n public hResolution: number;\r\n /**\r\n * Define the vertical resolution off the screen.\r\n */\r\n public vResolution: number;\r\n /**\r\n * Define the horizontal screen size.\r\n */\r\n public hScreenSize: number;\r\n /**\r\n * Define the vertical screen size.\r\n */\r\n public vScreenSize: number;\r\n /**\r\n * Define the vertical screen center position.\r\n */\r\n public vScreenCenter: number;\r\n /**\r\n * Define the distance of the eyes to the screen.\r\n */\r\n public eyeToScreenDistance: number;\r\n /**\r\n * Define the distance between both lenses\r\n */\r\n public lensSeparationDistance: number;\r\n /**\r\n * Define the distance between both viewer's eyes.\r\n */\r\n public interpupillaryDistance: number;\r\n /**\r\n * Define the distortion factor of the VR postprocess.\r\n * Please, touch with care.\r\n */\r\n public distortionK: number[];\r\n /**\r\n * Define the chromatic aberration correction factors for the VR post process.\r\n */\r\n public chromaAbCorrection: number[];\r\n /**\r\n * Define the scale factor of the post process.\r\n * The smaller the better but the slower.\r\n */\r\n public postProcessScaleFactor: number;\r\n /**\r\n * Define an offset for the lens center.\r\n */\r\n public lensCenterOffset: number;\r\n /**\r\n * Define if the current vr camera should compensate the distortion of the lens or not.\r\n */\r\n public compensateDistortion = true;\r\n\r\n /**\r\n * Defines if multiview should be enabled when rendering (Default: false)\r\n */\r\n public multiviewEnabled = false;\r\n\r\n /**\r\n * Gets the rendering aspect ratio based on the provided resolutions.\r\n */\r\n public get aspectRatio(): number {\r\n return this.hResolution / (2 * this.vResolution);\r\n }\r\n\r\n /**\r\n * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.\r\n */\r\n public get aspectRatioFov(): number {\r\n return 2 * Math.atan((this.postProcessScaleFactor * this.vScreenSize) / (2 * this.eyeToScreenDistance));\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public get leftHMatrix(): Matrix {\r\n const meters = this.hScreenSize / 4 - this.lensSeparationDistance / 2;\r\n const h = (4 * meters) / this.hScreenSize;\r\n\r\n return Matrix.Translation(h, 0, 0);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public get rightHMatrix(): Matrix {\r\n const meters = this.hScreenSize / 4 - this.lensSeparationDistance / 2;\r\n const h = (4 * meters) / this.hScreenSize;\r\n\r\n return Matrix.Translation(-h, 0, 0);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public get leftPreViewMatrix(): Matrix {\r\n return Matrix.Translation(0.5 * this.interpupillaryDistance, 0, 0);\r\n }\r\n\r\n /**\r\n * @internal\r\n */\r\n public get rightPreViewMatrix(): Matrix {\r\n return Matrix.Translation(-0.5 * this.interpupillaryDistance, 0, 0);\r\n }\r\n\r\n /**\r\n * Get the default VRMetrics based on the most generic setup.\r\n * @returns the default vr metrics\r\n */\r\n public static GetDefault(): VRCameraMetrics {\r\n const result = new VRCameraMetrics();\r\n\r\n result.hResolution = 1280;\r\n result.vResolution = 800;\r\n result.hScreenSize = 0.149759993;\r\n result.vScreenSize = 0.0935999975;\r\n result.vScreenCenter = 0.0467999987;\r\n result.eyeToScreenDistance = 0.0410000011;\r\n result.lensSeparationDistance = 0.063500002;\r\n result.interpupillaryDistance = 0.064000003;\r\n result.distortionK = [1.0, 0.219999999, 0.239999995, 0.0];\r\n result.chromaAbCorrection = [0.995999992, -0.00400000019, 1.01400006, 0.0];\r\n result.postProcessScaleFactor = 1.714605507808412;\r\n result.lensCenterOffset = 0.151976421;\r\n\r\n return result;\r\n }\r\n}\r\n"]}
@@ -5,7 +5,7 @@ import { Vector3 } from "../../Maths/math.vector";
5
5
  import "../Inputs/arcRotateCameraVRDeviceOrientationInput";
6
6
  /**
7
7
  * Camera used to simulate VR rendering (based on ArcRotateCamera)
8
- * @see https://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
8
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#vr-device-orientation-cameras
9
9
  */
10
10
  export declare class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
11
11
  /**
@@ -10,7 +10,7 @@ Node.AddNodeConstructor("VRDeviceOrientationArcRotateCamera", (name, scene) => {
10
10
  });
11
11
  /**
12
12
  * Camera used to simulate VR rendering (based on ArcRotateCamera)
13
- * @see https://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
13
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#vr-device-orientation-cameras
14
14
  */
15
15
  export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
16
16
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"vrDeviceOrientationArcRotateCamera.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Cameras/VR/vrDeviceOrientationArcRotateCamera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,eAAe,EAAE,MAAM,+BAA+B,CAAC;AAChE,OAAO,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AAEpD,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAClD,OAAO,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAClC,OAAO,EAAE,YAAY,EAAE,MAAM,uBAAuB,CAAC;AAErD,OAAO,mDAAmD,CAAC;AAE3D,IAAI,CAAC,kBAAkB,CAAC,oCAAoC,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE;IAC1E,OAAO,GAAG,EAAE,CAAC,IAAI,kCAAkC,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,KAAK,CAAC,CAAC;AAChG,CAAC,CAAC,CAAC;AAEH;;;GAGG;AACH,MAAM,OAAO,kCAAmC,SAAQ,eAAe;IACnE;;;;;;;;;;OAUG;IACH,YACI,IAAY,EACZ,KAAa,EACb,IAAY,EACZ,MAAc,EACd,MAAe,EACf,KAAa,EACb,oBAAoB,GAAG,IAAI,EAC3B,kBAAmC,eAAe,CAAC,UAAU,EAAE;QAE/D,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,MAAM,EAAE,MAAM,EAAE,KAAK,CAAC,CAAC;QAgB1C,gBAAW,GAAG,YAAY,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;QAdlD,eAAe,CAAC,oBAAoB,GAAG,oBAAoB,CAAC;QAC5D,IAAI,CAAC,gBAAgB,CAAC,MAAM,CAAC,WAAW,EAAE,EAAE,eAAe,EAAE,eAAe,EAAE,CAAC,CAAC;QAEhF,IAAI,CAAC,MAAM,CAAC,sBAAsB,EAAE,CAAC;IACzC,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,oCAAoC,CAAC;IAChD,CAAC;CAGJ","sourcesContent":["import { Camera } from \"../../Cameras/camera\";\r\nimport { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { VRCameraMetrics } from \"./vrCameraMetrics\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Node } from \"../../node\";\r\nimport { setVRRigMode } from \"../RigModes/vrRigMode\";\r\n\r\nimport \"../Inputs/arcRotateCameraVRDeviceOrientationInput\";\r\n\r\nNode.AddNodeConstructor(\"VRDeviceOrientationArcRotateCamera\", (name, scene) => {\r\n return () => new VRDeviceOrientationArcRotateCamera(name, 0, 0, 1.0, Vector3.Zero(), scene);\r\n});\r\n\r\n/**\r\n * Camera used to simulate VR rendering (based on ArcRotateCamera)\r\n * @see https://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras\r\n */\r\nexport class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {\r\n /**\r\n * Creates a new VRDeviceOrientationArcRotateCamera\r\n * @param name defines camera name\r\n * @param alpha defines the camera rotation along the longitudinal axis\r\n * @param beta defines the camera rotation along the latitudinal axis\r\n * @param radius defines the camera distance from its target\r\n * @param target defines the camera target\r\n * @param scene defines the scene the camera belongs to\r\n * @param compensateDistortion defines if the camera needs to compensate the lens distortion\r\n * @param vrCameraMetrics defines the vr metrics associated to the camera\r\n */\r\n constructor(\r\n name: string,\r\n alpha: number,\r\n beta: number,\r\n radius: number,\r\n target: Vector3,\r\n scene?: Scene,\r\n compensateDistortion = true,\r\n vrCameraMetrics: VRCameraMetrics = VRCameraMetrics.GetDefault()\r\n ) {\r\n super(name, alpha, beta, radius, target, scene);\r\n\r\n vrCameraMetrics.compensateDistortion = compensateDistortion;\r\n this.setCameraRigMode(Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });\r\n\r\n this.inputs.addVRDeviceOrientation();\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns VRDeviceOrientationArcRotateCamera\r\n */\r\n public getClassName(): string {\r\n return \"VRDeviceOrientationArcRotateCamera\";\r\n }\r\n\r\n protected _setRigMode = setVRRigMode.bind(null, this);\r\n}\r\n"]}
1
+ {"version":3,"file":"vrDeviceOrientationArcRotateCamera.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Cameras/VR/vrDeviceOrientationArcRotateCamera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,eAAe,EAAE,MAAM,+BAA+B,CAAC;AAChE,OAAO,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AAEpD,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAClD,OAAO,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAClC,OAAO,EAAE,YAAY,EAAE,MAAM,uBAAuB,CAAC;AAErD,OAAO,mDAAmD,CAAC;AAE3D,IAAI,CAAC,kBAAkB,CAAC,oCAAoC,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE;IAC1E,OAAO,GAAG,EAAE,CAAC,IAAI,kCAAkC,CAAC,IAAI,EAAE,CAAC,EAAE,CAAC,EAAE,GAAG,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,KAAK,CAAC,CAAC;AAChG,CAAC,CAAC,CAAC;AAEH;;;GAGG;AACH,MAAM,OAAO,kCAAmC,SAAQ,eAAe;IACnE;;;;;;;;;;OAUG;IACH,YACI,IAAY,EACZ,KAAa,EACb,IAAY,EACZ,MAAc,EACd,MAAe,EACf,KAAa,EACb,oBAAoB,GAAG,IAAI,EAC3B,kBAAmC,eAAe,CAAC,UAAU,EAAE;QAE/D,KAAK,CAAC,IAAI,EAAE,KAAK,EAAE,IAAI,EAAE,MAAM,EAAE,MAAM,EAAE,KAAK,CAAC,CAAC;QAgB1C,gBAAW,GAAG,YAAY,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;QAdlD,eAAe,CAAC,oBAAoB,GAAG,oBAAoB,CAAC;QAC5D,IAAI,CAAC,gBAAgB,CAAC,MAAM,CAAC,WAAW,EAAE,EAAE,eAAe,EAAE,eAAe,EAAE,CAAC,CAAC;QAEhF,IAAI,CAAC,MAAM,CAAC,sBAAsB,EAAE,CAAC;IACzC,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,oCAAoC,CAAC;IAChD,CAAC;CAGJ","sourcesContent":["import { Camera } from \"../../Cameras/camera\";\r\nimport { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { VRCameraMetrics } from \"./vrCameraMetrics\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Node } from \"../../node\";\r\nimport { setVRRigMode } from \"../RigModes/vrRigMode\";\r\n\r\nimport \"../Inputs/arcRotateCameraVRDeviceOrientationInput\";\r\n\r\nNode.AddNodeConstructor(\"VRDeviceOrientationArcRotateCamera\", (name, scene) => {\r\n return () => new VRDeviceOrientationArcRotateCamera(name, 0, 0, 1.0, Vector3.Zero(), scene);\r\n});\r\n\r\n/**\r\n * Camera used to simulate VR rendering (based on ArcRotateCamera)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#vr-device-orientation-cameras\r\n */\r\nexport class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {\r\n /**\r\n * Creates a new VRDeviceOrientationArcRotateCamera\r\n * @param name defines camera name\r\n * @param alpha defines the camera rotation along the longitudinal axis\r\n * @param beta defines the camera rotation along the latitudinal axis\r\n * @param radius defines the camera distance from its target\r\n * @param target defines the camera target\r\n * @param scene defines the scene the camera belongs to\r\n * @param compensateDistortion defines if the camera needs to compensate the lens distortion\r\n * @param vrCameraMetrics defines the vr metrics associated to the camera\r\n */\r\n constructor(\r\n name: string,\r\n alpha: number,\r\n beta: number,\r\n radius: number,\r\n target: Vector3,\r\n scene?: Scene,\r\n compensateDistortion = true,\r\n vrCameraMetrics: VRCameraMetrics = VRCameraMetrics.GetDefault()\r\n ) {\r\n super(name, alpha, beta, radius, target, scene);\r\n\r\n vrCameraMetrics.compensateDistortion = compensateDistortion;\r\n this.setCameraRigMode(Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });\r\n\r\n this.inputs.addVRDeviceOrientation();\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns VRDeviceOrientationArcRotateCamera\r\n */\r\n public getClassName(): string {\r\n return \"VRDeviceOrientationArcRotateCamera\";\r\n }\r\n\r\n protected _setRigMode = setVRRigMode.bind(null, this);\r\n}\r\n"]}
@@ -4,7 +4,7 @@ import type { Scene } from "../../scene";
4
4
  import { Vector3 } from "../../Maths/math.vector";
5
5
  /**
6
6
  * Camera used to simulate VR rendering (based on FreeCamera)
7
- * @see https://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
7
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#vr-device-orientation-cameras
8
8
  */
9
9
  export declare class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
10
10
  /**
@@ -9,7 +9,7 @@ Node.AddNodeConstructor("VRDeviceOrientationFreeCamera", (name, scene) => {
9
9
  });
10
10
  /**
11
11
  * Camera used to simulate VR rendering (based on FreeCamera)
12
- * @see https://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
12
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#vr-device-orientation-cameras
13
13
  */
14
14
  export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
15
15
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"vrDeviceOrientationFreeCamera.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Cameras/VR/vrDeviceOrientationFreeCamera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,uBAAuB,EAAE,MAAM,uCAAuC,CAAC;AAChF,OAAO,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AAEpD,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAClD,OAAO,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAClC,OAAO,EAAE,YAAY,EAAE,MAAM,uBAAuB,CAAC;AAErD,IAAI,CAAC,kBAAkB,CAAC,+BAA+B,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE;IACrE,OAAO,GAAG,EAAE,CAAC,IAAI,6BAA6B,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,KAAK,CAAC,CAAC;AAChF,CAAC,CAAC,CAAC;AAEH;;;GAGG;AACH,MAAM,OAAO,6BAA8B,SAAQ,uBAAuB;IACtE;;;;;;;OAOG;IACH,YAAY,IAAY,EAAE,QAAiB,EAAE,KAAa,EAAE,oBAAoB,GAAG,IAAI,EAAE,kBAAmC,eAAe,CAAC,UAAU,EAAE;QACpJ,KAAK,CAAC,IAAI,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;QAcvB,gBAAW,GAAG,YAAY,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;QAZlD,eAAe,CAAC,oBAAoB,GAAG,oBAAoB,CAAC;QAC5D,IAAI,CAAC,gBAAgB,CAAC,MAAM,CAAC,WAAW,EAAE,EAAE,eAAe,EAAE,eAAe,EAAE,CAAC,CAAC;IACpF,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,+BAA+B,CAAC;IAC3C,CAAC;CAGJ","sourcesContent":["import { Camera } from \"../../Cameras/camera\";\r\nimport { DeviceOrientationCamera } from \"../../Cameras/deviceOrientationCamera\";\r\nimport { VRCameraMetrics } from \"./vrCameraMetrics\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Node } from \"../../node\";\r\nimport { setVRRigMode } from \"../RigModes/vrRigMode\";\r\n\r\nNode.AddNodeConstructor(\"VRDeviceOrientationFreeCamera\", (name, scene) => {\r\n return () => new VRDeviceOrientationFreeCamera(name, Vector3.Zero(), scene);\r\n});\r\n\r\n/**\r\n * Camera used to simulate VR rendering (based on FreeCamera)\r\n * @see https://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras\r\n */\r\nexport class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {\r\n /**\r\n * Creates a new VRDeviceOrientationFreeCamera\r\n * @param name defines camera name\r\n * @param position defines the start position of the camera\r\n * @param scene defines the scene the camera belongs to\r\n * @param compensateDistortion defines if the camera needs to compensate the lens distortion\r\n * @param vrCameraMetrics defines the vr metrics associated to the camera\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene, compensateDistortion = true, vrCameraMetrics: VRCameraMetrics = VRCameraMetrics.GetDefault()) {\r\n super(name, position, scene);\r\n\r\n vrCameraMetrics.compensateDistortion = compensateDistortion;\r\n this.setCameraRigMode(Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns VRDeviceOrientationFreeCamera\r\n */\r\n public getClassName(): string {\r\n return \"VRDeviceOrientationFreeCamera\";\r\n }\r\n\r\n protected _setRigMode = setVRRigMode.bind(null, this);\r\n}\r\n"]}
1
+ {"version":3,"file":"vrDeviceOrientationFreeCamera.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Cameras/VR/vrDeviceOrientationFreeCamera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,MAAM,EAAE,MAAM,sBAAsB,CAAC;AAC9C,OAAO,EAAE,uBAAuB,EAAE,MAAM,uCAAuC,CAAC;AAChF,OAAO,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AAEpD,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAClD,OAAO,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAClC,OAAO,EAAE,YAAY,EAAE,MAAM,uBAAuB,CAAC;AAErD,IAAI,CAAC,kBAAkB,CAAC,+BAA+B,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE;IACrE,OAAO,GAAG,EAAE,CAAC,IAAI,6BAA6B,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,KAAK,CAAC,CAAC;AAChF,CAAC,CAAC,CAAC;AAEH;;;GAGG;AACH,MAAM,OAAO,6BAA8B,SAAQ,uBAAuB;IACtE;;;;;;;OAOG;IACH,YAAY,IAAY,EAAE,QAAiB,EAAE,KAAa,EAAE,oBAAoB,GAAG,IAAI,EAAE,kBAAmC,eAAe,CAAC,UAAU,EAAE;QACpJ,KAAK,CAAC,IAAI,EAAE,QAAQ,EAAE,KAAK,CAAC,CAAC;QAcvB,gBAAW,GAAG,YAAY,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;QAZlD,eAAe,CAAC,oBAAoB,GAAG,oBAAoB,CAAC;QAC5D,IAAI,CAAC,gBAAgB,CAAC,MAAM,CAAC,WAAW,EAAE,EAAE,eAAe,EAAE,eAAe,EAAE,CAAC,CAAC;IACpF,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,+BAA+B,CAAC;IAC3C,CAAC;CAGJ","sourcesContent":["import { Camera } from \"../../Cameras/camera\";\r\nimport { DeviceOrientationCamera } from \"../../Cameras/deviceOrientationCamera\";\r\nimport { VRCameraMetrics } from \"./vrCameraMetrics\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Node } from \"../../node\";\r\nimport { setVRRigMode } from \"../RigModes/vrRigMode\";\r\n\r\nNode.AddNodeConstructor(\"VRDeviceOrientationFreeCamera\", (name, scene) => {\r\n return () => new VRDeviceOrientationFreeCamera(name, Vector3.Zero(), scene);\r\n});\r\n\r\n/**\r\n * Camera used to simulate VR rendering (based on FreeCamera)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#vr-device-orientation-cameras\r\n */\r\nexport class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {\r\n /**\r\n * Creates a new VRDeviceOrientationFreeCamera\r\n * @param name defines camera name\r\n * @param position defines the start position of the camera\r\n * @param scene defines the scene the camera belongs to\r\n * @param compensateDistortion defines if the camera needs to compensate the lens distortion\r\n * @param vrCameraMetrics defines the vr metrics associated to the camera\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene, compensateDistortion = true, vrCameraMetrics: VRCameraMetrics = VRCameraMetrics.GetDefault()) {\r\n super(name, position, scene);\r\n\r\n vrCameraMetrics.compensateDistortion = compensateDistortion;\r\n this.setCameraRigMode(Camera.RIG_MODE_VR, { vrCameraMetrics: vrCameraMetrics });\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns VRDeviceOrientationFreeCamera\r\n */\r\n public getClassName(): string {\r\n return \"VRDeviceOrientationFreeCamera\";\r\n }\r\n\r\n protected _setRigMode = setVRRigMode.bind(null, this);\r\n}\r\n"]}
@@ -5,7 +5,7 @@ import { Vector3 } from "../../Maths/math.vector";
5
5
  import "../../Gamepads/gamepadSceneComponent";
6
6
  /**
7
7
  * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
8
- * @see https://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
8
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#vr-device-orientation-cameras
9
9
  */
10
10
  export declare class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
11
11
  /**
@@ -9,7 +9,7 @@ Node.AddNodeConstructor("VRDeviceOrientationGamepadCamera", (name, scene) => {
9
9
  });
10
10
  /**
11
11
  * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
12
- * @see https://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
12
+ * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#vr-device-orientation-cameras
13
13
  */
14
14
  export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
15
15
  /**
@@ -1 +1 @@
1
- {"version":3,"file":"vrDeviceOrientationGamepadCamera.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Cameras/VR/vrDeviceOrientationGamepadCamera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,6BAA6B,EAAE,MAAM,iCAAiC,CAAC;AAChF,OAAO,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AAEpD,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAClD,OAAO,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAClC,OAAO,EAAE,YAAY,EAAE,MAAM,uBAAuB,CAAC;AAErD,OAAO,sCAAsC,CAAC;AAE9C,IAAI,CAAC,kBAAkB,CAAC,kCAAkC,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE;IACxE,OAAO,GAAG,EAAE,CAAC,IAAI,gCAAgC,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,KAAK,CAAC,CAAC;AACnF,CAAC,CAAC,CAAC;AAEH;;;GAGG;AACH,MAAM,OAAO,gCAAiC,SAAQ,6BAA6B;IAC/E;;;;;;;OAOG;IACH,YAAY,IAAY,EAAE,QAAiB,EAAE,KAAa,EAAE,oBAAoB,GAAG,IAAI,EAAE,kBAAmC,eAAe,CAAC,UAAU,EAAE;QACpJ,KAAK,CAAC,IAAI,EAAE,QAAQ,EAAE,KAAK,EAAE,oBAAoB,EAAE,eAAe,CAAC,CAAC;QAa9D,gBAAW,GAAG,YAAY,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;QAXlD,IAAI,CAAC,MAAM,CAAC,UAAU,EAAE,CAAC;IAC7B,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,kCAAkC,CAAC;IAC9C,CAAC;CAGJ","sourcesContent":["import { VRDeviceOrientationFreeCamera } from \"./vrDeviceOrientationFreeCamera\";\r\nimport { VRCameraMetrics } from \"./vrCameraMetrics\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Node } from \"../../node\";\r\nimport { setVRRigMode } from \"../RigModes/vrRigMode\";\r\n\r\nimport \"../../Gamepads/gamepadSceneComponent\";\r\n\r\nNode.AddNodeConstructor(\"VRDeviceOrientationGamepadCamera\", (name, scene) => {\r\n return () => new VRDeviceOrientationGamepadCamera(name, Vector3.Zero(), scene);\r\n});\r\n\r\n/**\r\n * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)\r\n * @see https://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras\r\n */\r\nexport class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {\r\n /**\r\n * Creates a new VRDeviceOrientationGamepadCamera\r\n * @param name defines camera name\r\n * @param position defines the start position of the camera\r\n * @param scene defines the scene the camera belongs to\r\n * @param compensateDistortion defines if the camera needs to compensate the lens distortion\r\n * @param vrCameraMetrics defines the vr metrics associated to the camera\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene, compensateDistortion = true, vrCameraMetrics: VRCameraMetrics = VRCameraMetrics.GetDefault()) {\r\n super(name, position, scene, compensateDistortion, vrCameraMetrics);\r\n\r\n this.inputs.addGamepad();\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns VRDeviceOrientationGamepadCamera\r\n */\r\n public getClassName(): string {\r\n return \"VRDeviceOrientationGamepadCamera\";\r\n }\r\n\r\n protected _setRigMode = setVRRigMode.bind(null, this);\r\n}\r\n"]}
1
+ {"version":3,"file":"vrDeviceOrientationGamepadCamera.js","sourceRoot":"","sources":["../../../../../../lts/core/generated/Cameras/VR/vrDeviceOrientationGamepadCamera.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,6BAA6B,EAAE,MAAM,iCAAiC,CAAC;AAChF,OAAO,EAAE,eAAe,EAAE,MAAM,mBAAmB,CAAC;AAEpD,OAAO,EAAE,OAAO,EAAE,MAAM,yBAAyB,CAAC;AAClD,OAAO,EAAE,IAAI,EAAE,MAAM,YAAY,CAAC;AAClC,OAAO,EAAE,YAAY,EAAE,MAAM,uBAAuB,CAAC;AAErD,OAAO,sCAAsC,CAAC;AAE9C,IAAI,CAAC,kBAAkB,CAAC,kCAAkC,EAAE,CAAC,IAAI,EAAE,KAAK,EAAE,EAAE;IACxE,OAAO,GAAG,EAAE,CAAC,IAAI,gCAAgC,CAAC,IAAI,EAAE,OAAO,CAAC,IAAI,EAAE,EAAE,KAAK,CAAC,CAAC;AACnF,CAAC,CAAC,CAAC;AAEH;;;GAGG;AACH,MAAM,OAAO,gCAAiC,SAAQ,6BAA6B;IAC/E;;;;;;;OAOG;IACH,YAAY,IAAY,EAAE,QAAiB,EAAE,KAAa,EAAE,oBAAoB,GAAG,IAAI,EAAE,kBAAmC,eAAe,CAAC,UAAU,EAAE;QACpJ,KAAK,CAAC,IAAI,EAAE,QAAQ,EAAE,KAAK,EAAE,oBAAoB,EAAE,eAAe,CAAC,CAAC;QAa9D,gBAAW,GAAG,YAAY,CAAC,IAAI,CAAC,IAAI,EAAE,IAAI,CAAC,CAAC;QAXlD,IAAI,CAAC,MAAM,CAAC,UAAU,EAAE,CAAC;IAC7B,CAAC;IAED;;;OAGG;IACI,YAAY;QACf,OAAO,kCAAkC,CAAC;IAC9C,CAAC;CAGJ","sourcesContent":["import { VRDeviceOrientationFreeCamera } from \"./vrDeviceOrientationFreeCamera\";\r\nimport { VRCameraMetrics } from \"./vrCameraMetrics\";\r\nimport type { Scene } from \"../../scene\";\r\nimport { Vector3 } from \"../../Maths/math.vector\";\r\nimport { Node } from \"../../node\";\r\nimport { setVRRigMode } from \"../RigModes/vrRigMode\";\r\n\r\nimport \"../../Gamepads/gamepadSceneComponent\";\r\n\r\nNode.AddNodeConstructor(\"VRDeviceOrientationGamepadCamera\", (name, scene) => {\r\n return () => new VRDeviceOrientationGamepadCamera(name, Vector3.Zero(), scene);\r\n});\r\n\r\n/**\r\n * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)\r\n * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#vr-device-orientation-cameras\r\n */\r\nexport class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {\r\n /**\r\n * Creates a new VRDeviceOrientationGamepadCamera\r\n * @param name defines camera name\r\n * @param position defines the start position of the camera\r\n * @param scene defines the scene the camera belongs to\r\n * @param compensateDistortion defines if the camera needs to compensate the lens distortion\r\n * @param vrCameraMetrics defines the vr metrics associated to the camera\r\n */\r\n constructor(name: string, position: Vector3, scene?: Scene, compensateDistortion = true, vrCameraMetrics: VRCameraMetrics = VRCameraMetrics.GetDefault()) {\r\n super(name, position, scene, compensateDistortion, vrCameraMetrics);\r\n\r\n this.inputs.addGamepad();\r\n }\r\n\r\n /**\r\n * Gets camera class name\r\n * @returns VRDeviceOrientationGamepadCamera\r\n */\r\n public getClassName(): string {\r\n return \"VRDeviceOrientationGamepadCamera\";\r\n }\r\n\r\n protected _setRigMode = setVRRigMode.bind(null, this);\r\n}\r\n"]}
@@ -86,7 +86,7 @@ export declare class OnAfterEnteringVRObservableEvent {
86
86
  }
87
87
  /**
88
88
  * Helps to quickly add VR support to an existing scene.
89
- * See https://doc.babylonjs.com/divingDeeper/cameras/webVRHelper
89
+ * See https://doc.babylonjs.com/features/featuresDeepDive/cameras/webVRHelper
90
90
  * @deprecated
91
91
  */
92
92
  export declare class VRExperienceHelper {
@@ -235,7 +235,7 @@ export declare class VRExperienceHelper {
235
235
  /**
236
236
  * The mesh used to display where the user is selecting, this mesh will be cloned and set as the gazeTracker for the left and right controller
237
237
  * when set bakeCurrentTransformIntoVertices will be called on the mesh.
238
- * See https://doc.babylonjs.com/resources/baking_transformations
238
+ * See https://doc.babylonjs.com/features/featuresDeepDive/mesh/transforms/center_origin/bakingTransforms
239
239
  */
240
240
  get gazeTrackerMesh(): Mesh;
241
241
  set gazeTrackerMesh(value: Mesh);
@@ -228,7 +228,7 @@ export class OnAfterEnteringVRObservableEvent {
228
228
  }
229
229
  /**
230
230
  * Helps to quickly add VR support to an existing scene.
231
- * See https://doc.babylonjs.com/divingDeeper/cameras/webVRHelper
231
+ * See https://doc.babylonjs.com/features/featuresDeepDive/cameras/webVRHelper
232
232
  * @deprecated
233
233
  */
234
234
  export class VRExperienceHelper {
@@ -618,7 +618,7 @@ export class VRExperienceHelper {
618
618
  /**
619
619
  * The mesh used to display where the user is selecting, this mesh will be cloned and set as the gazeTracker for the left and right controller
620
620
  * when set bakeCurrentTransformIntoVertices will be called on the mesh.
621
- * See https://doc.babylonjs.com/resources/baking_transformations
621
+ * See https://doc.babylonjs.com/features/featuresDeepDive/mesh/transforms/center_origin/bakingTransforms
622
622
  */
623
623
  get gazeTrackerMesh() {
624
624
  return this._cameraGazer._gazeTracker;