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import { Matrix4 } from '../math/Matrix4.js';
import { _Math } from '../math/Math.js';
import { PerspectiveCamera } from './PerspectiveCamera.js';
/**
* @author mrdoob / http://mrdoob.com/
*/
function StereoCamera() {
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;
}
Object.assign( StereoCamera.prototype, {
update: ( function () {
var instance, focus, fov, aspect, near, far, zoom, eyeSep;
var eyeRight = new Matrix4();
var eyeLeft = new Matrix4();
return function update( camera ) {
var needsUpdate = instance !== this || focus !== camera.focus || fov !== camera.fov ||
aspect !== camera.aspect * this.aspect || near !== camera.near ||
far !== camera.far || zoom !== camera.zoom || eyeSep !== this.eyeSep;
if ( needsUpdate ) {
instance = this;
focus = camera.focus;
fov = camera.fov;
aspect = camera.aspect * this.aspect;
near = camera.near;
far = camera.far;
zoom = camera.zoom;
// Off-axis stereoscopic effect based on
// http://paulbourke.net/stereographics/stereorender/
var projectionMatrix = camera.projectionMatrix.clone();
eyeSep = this.eyeSep / 2;
var eyeSepOnProjection = eyeSep * near / focus;
var ymax = ( near * Math.tan( _Math.DEG2RAD * fov * 0.5 ) ) / zoom;
var xmin, xmax;
// translate xOffset
eyeLeft.elements[ 12 ] = - eyeSep;
eyeRight.elements[ 12 ] = eyeSep;
// for left eye
xmin = - ymax * aspect + eyeSepOnProjection;
xmax = ymax * aspect + eyeSepOnProjection;
projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );
this.cameraL.projectionMatrix.copy( projectionMatrix );
// for right eye
xmin = - ymax * aspect - eyeSepOnProjection;
xmax = ymax * aspect - eyeSepOnProjection;
projectionMatrix.elements[ 0 ] = 2 * 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 };
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