import { Matrix4 } from '../math/Matrix4.js';
import { DEG2RAD } from '../math/MathUtils.js';
import { PerspectiveCamera } from './PerspectiveCamera.js';
const _eyeRight = /*@__PURE__*/ new Matrix4();
const _eyeLeft = /*@__PURE__*/ new Matrix4();
const _projectionMatrix = /*@__PURE__*/ new Matrix4();
class StereoCamera {
constructor() {
this.type = 'StereoCamera';
this.aspect = 1;
this.eyeSep = 0.064;
this.cameraL = new PerspectiveCamera();
this.cameraL.layers.enable( 1 );
this.cameraL.matrixAutoUpdate = false;
this.cameraR = new PerspectiveCamera();
this.cameraR.layers.enable( 2 );
this.cameraR.matrixAutoUpdate = false;
this._cache = {
focus: null,
fov: null,
aspect: null,
near: null,
far: null,
zoom: null,
eyeSep: null
};
}
update( camera ) {
const cache = this._cache;
const needsUpdate = cache.focus !== camera.focus || cache.fov !== camera.fov ||
cache.aspect !== camera.aspect * this.aspect || cache.near !== camera.near ||
cache.far !== camera.far || cache.zoom !== camera.zoom || cache.eyeSep !== this.eyeSep;
if ( needsUpdate ) {
cache.focus = camera.focus;
cache.fov = camera.fov;
cache.aspect = camera.aspect * this.aspect;
cache.near = camera.near;
cache.far = camera.far;
cache.zoom = camera.zoom;
cache.eyeSep = this.eyeSep;
// Off-axis stereoscopic effect based on
// http://paulbourke.net/stereographics/stereorender/
_projectionMatrix.copy( camera.projectionMatrix );
const eyeSepHalf = cache.eyeSep / 2;
const eyeSepOnProjection = eyeSepHalf * cache.near / cache.focus;
const ymax = ( cache.near * Math.tan( DEG2RAD * cache.fov * 0.5 ) ) / cache.zoom;
let xmin, xmax;
// translate xOffset
_eyeLeft.elements[ 12 ] = - eyeSepHalf;
_eyeRight.elements[ 12 ] = eyeSepHalf;
// for left eye
xmin = - ymax * cache.aspect + eyeSepOnProjection;
xmax = ymax * cache.aspect + eyeSepOnProjection;
_projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
_projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
this.cameraL.projectionMatrix.copy( _projectionMatrix );
// for right eye
xmin = - ymax * cache.aspect - eyeSepOnProjection;
xmax = ymax * cache.aspect - eyeSepOnProjection;
_projectionMatrix.elements[ 0 ] = 2 * cache.near / ( xmax - xmin );
_projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
this.cameraR.projectionMatrix.copy( _projectionMatrix );
}
this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeLeft );
this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( _eyeRight );
}
}
export { StereoCamera };