import { __decorate } from "../../tslib.es6.js"; import { serialize } from "../../Misc/decorators.js"; import { CameraInputTypes } from "../../Cameras/cameraInputsManager.js"; import { Gamepad } from "../../Gamepads/gamepad.js"; /** * Manage the gamepad inputs to control an arc rotate camera. * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs */ export class ArcRotateCameraGamepadInput { constructor() { /** * Defines the gamepad rotation sensibility. * This is the threshold from when rotation starts to be accounted for to prevent jittering. */ this.gamepadRotationSensibility = 80; /** * Defines the gamepad move sensibility. * This is the threshold from when moving starts to be accounted for for to prevent jittering. */ this.gamepadMoveSensibility = 40; this._yAxisScale = 1.0; } /** * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted */ get invertYAxis() { return this._yAxisScale !== 1.0; } set invertYAxis(value) { this._yAxisScale = value ? -1.0 : 1.0; } /** * Attach the input controls to a specific dom element to get the input from. */ attachControl() { const manager = this.camera.getScene().gamepadManager; this._onGamepadConnectedObserver = manager.onGamepadConnectedObservable.add((gamepad) => { if (gamepad.type !== Gamepad.POSE_ENABLED) { // prioritize XBOX gamepads. if (!this.gamepad || gamepad.type === Gamepad.XBOX) { this.gamepad = gamepad; } } }); this._onGamepadDisconnectedObserver = manager.onGamepadDisconnectedObservable.add((gamepad) => { if (this.gamepad === gamepad) { this.gamepad = null; } }); this.gamepad = manager.getGamepadByType(Gamepad.XBOX); // if no xbox controller was found, but there are gamepad controllers, take the first one if (!this.gamepad && manager.gamepads.length) { this.gamepad = manager.gamepads[0]; } } /** * Detach the current controls from the specified dom element. */ detachControl() { this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver); this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver); this.gamepad = null; } /** * Update the current camera state depending on the inputs that have been used this frame. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop. */ checkInputs() { if (this.gamepad) { const camera = this.camera; const rsValues = this.gamepad.rightStick; if (rsValues) { if (rsValues.x != 0) { const normalizedRX = rsValues.x / this.gamepadRotationSensibility; if (normalizedRX != 0 && Math.abs(normalizedRX) > 0.005) { camera.inertialAlphaOffset += normalizedRX; } } if (rsValues.y != 0) { const normalizedRY = (rsValues.y / this.gamepadRotationSensibility) * this._yAxisScale; if (normalizedRY != 0 && Math.abs(normalizedRY) > 0.005) { camera.inertialBetaOffset += normalizedRY; } } } const lsValues = this.gamepad.leftStick; if (lsValues && lsValues.y != 0) { const normalizedLY = lsValues.y / this.gamepadMoveSensibility; if (normalizedLY != 0 && Math.abs(normalizedLY) > 0.005) { this.camera.inertialRadiusOffset -= normalizedLY; } } } } /** * Gets the class name of the current intput. * @returns the class name */ getClassName() { return "ArcRotateCameraGamepadInput"; } /** * Get the friendly name associated with the input class. * @returns the input friendly name */ getSimpleName() { return "gamepad"; } } __decorate([ serialize() ], ArcRotateCameraGamepadInput.prototype, "gamepadRotationSensibility", void 0); __decorate([ serialize() ], ArcRotateCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0); CameraInputTypes["ArcRotateCameraGamepadInput"] = ArcRotateCameraGamepadInput; //# sourceMappingURL=arcRotateCameraGamepadInput.js.map