Add existing to tracked
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import defined from "../Core/defined.js";
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import destroyObject from "../Core/destroyObject.js";
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import DeveloperError from "../Core/DeveloperError.js";
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import CesiumMath from "../Core/Math.js";
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import Matrix3 from "../Core/Matrix3.js";
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import Quaternion from "../Core/Quaternion.js";
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/**
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* @private
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*/
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function DeviceOrientationCameraController(scene) {
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//>>includeStart('debug', pragmas.debug);
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if (!defined(scene)) {
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throw new DeveloperError("scene is required.");
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}
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//>>includeEnd('debug');
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this._scene = scene;
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this._lastAlpha = undefined;
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this._lastBeta = undefined;
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this._lastGamma = undefined;
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this._alpha = undefined;
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this._beta = undefined;
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this._gamma = undefined;
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const that = this;
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function callback(e) {
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const alpha = e.alpha;
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if (!defined(alpha)) {
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that._alpha = undefined;
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that._beta = undefined;
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that._gamma = undefined;
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return;
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}
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that._alpha = CesiumMath.toRadians(alpha);
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that._beta = CesiumMath.toRadians(e.beta);
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that._gamma = CesiumMath.toRadians(e.gamma);
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}
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window.addEventListener("deviceorientation", callback, false);
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this._removeListener = function () {
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window.removeEventListener("deviceorientation", callback, false);
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};
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}
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const scratchQuaternion1 = new Quaternion();
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const scratchQuaternion2 = new Quaternion();
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const scratchMatrix3 = new Matrix3();
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function rotate(camera, alpha, beta, gamma) {
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const direction = camera.direction;
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const right = camera.right;
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const up = camera.up;
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const bQuat = Quaternion.fromAxisAngle(direction, beta, scratchQuaternion2);
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const gQuat = Quaternion.fromAxisAngle(right, gamma, scratchQuaternion1);
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const rotQuat = Quaternion.multiply(gQuat, bQuat, gQuat);
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const aQuat = Quaternion.fromAxisAngle(up, alpha, scratchQuaternion2);
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Quaternion.multiply(aQuat, rotQuat, rotQuat);
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const matrix = Matrix3.fromQuaternion(rotQuat, scratchMatrix3);
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Matrix3.multiplyByVector(matrix, right, right);
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Matrix3.multiplyByVector(matrix, up, up);
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Matrix3.multiplyByVector(matrix, direction, direction);
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}
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DeviceOrientationCameraController.prototype.update = function () {
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if (!defined(this._alpha)) {
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return;
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}
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if (!defined(this._lastAlpha)) {
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this._lastAlpha = this._alpha;
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this._lastBeta = this._beta;
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this._lastGamma = this._gamma;
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}
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const a = this._lastAlpha - this._alpha;
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const b = this._lastBeta - this._beta;
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const g = this._lastGamma - this._gamma;
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rotate(this._scene.camera, -a, b, g);
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this._lastAlpha = this._alpha;
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this._lastBeta = this._beta;
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this._lastGamma = this._gamma;
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};
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/**
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* Returns true if this object was destroyed; otherwise, false.
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* <br /><br />
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*
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* @returns {boolean} <code>true</code> if this object was destroyed; otherwise, <code>false</code>.
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*/
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DeviceOrientationCameraController.prototype.isDestroyed = function () {
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return false;
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};
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/**
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* Destroys the resources held by this object. Destroying an object allows for deterministic
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* release of resources, instead of relying on the garbage collector to destroy this object.
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* <br /><br />
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* Once an object is destroyed, it should not be used; calling any function other than
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* <code>isDestroyed</code> will result in a {@link DeveloperError} exception. Therefore,
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* assign the return value (<code>undefined</code>) to the object as done in the example.
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*
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* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
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*/
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DeviceOrientationCameraController.prototype.destroy = function () {
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this._removeListener();
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return destroyObject(this);
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};
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export default DeviceOrientationCameraController;
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