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- import { __decorate } from "../../tslib.es6.js";
- import { serialize } from "../../Misc/decorators.js";
- import { CameraInputTypes } from "../../Cameras/cameraInputsManager.js";
- import { Matrix, Vector3, Vector2 } from "../../Maths/math.vector.js";
- import { Gamepad } from "../../Gamepads/gamepad.js";
- /**
- * Manage the gamepad inputs to control a free camera.
- * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
- */
- export class FreeCameraGamepadInput {
- constructor() {
- /**
- * Defines the gamepad rotation sensibility.
- * This is the threshold from when rotation starts to be accounted for to prevent jittering.
- */
- this.gamepadAngularSensibility = 200;
- /**
- * Defines the gamepad move sensibility.
- * This is the threshold from when moving starts to be accounted for for to prevent jittering.
- */
- this.gamepadMoveSensibility = 40;
- /**
- * Defines the minimum value at which any analog stick input is ignored.
- * Note: This value should only be a value between 0 and 1.
- */
- this.deadzoneDelta = 0.1;
- this._yAxisScale = 1.0;
- this._cameraTransform = Matrix.Identity();
- this._deltaTransform = Vector3.Zero();
- this._vector3 = Vector3.Zero();
- this._vector2 = Vector2.Zero();
- }
- /**
- * 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;
- }
- });
- // check if there are already other controllers connected
- 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 && this.gamepad.leftStick) {
- const camera = this.camera;
- const lsValues = this.gamepad.leftStick;
- if (this.gamepadMoveSensibility !== 0) {
- lsValues.x = Math.abs(lsValues.x) > this.deadzoneDelta ? lsValues.x / this.gamepadMoveSensibility : 0;
- lsValues.y = Math.abs(lsValues.y) > this.deadzoneDelta ? lsValues.y / this.gamepadMoveSensibility : 0;
- }
- let rsValues = this.gamepad.rightStick;
- if (rsValues && this.gamepadAngularSensibility !== 0) {
- rsValues.x = Math.abs(rsValues.x) > this.deadzoneDelta ? rsValues.x / this.gamepadAngularSensibility : 0;
- rsValues.y = (Math.abs(rsValues.y) > this.deadzoneDelta ? rsValues.y / this.gamepadAngularSensibility : 0) * this._yAxisScale;
- }
- else {
- rsValues = { x: 0, y: 0 };
- }
- if (!camera.rotationQuaternion) {
- Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, this._cameraTransform);
- }
- else {
- camera.rotationQuaternion.toRotationMatrix(this._cameraTransform);
- }
- const speed = camera._computeLocalCameraSpeed() * 50.0;
- this._vector3.copyFromFloats(lsValues.x * speed, 0, -lsValues.y * speed);
- Vector3.TransformCoordinatesToRef(this._vector3, this._cameraTransform, this._deltaTransform);
- camera.cameraDirection.addInPlace(this._deltaTransform);
- this._vector2.copyFromFloats(rsValues.y, rsValues.x);
- camera.cameraRotation.addInPlace(this._vector2);
- }
- }
- /**
- * Gets the class name of the current input.
- * @returns the class name
- */
- getClassName() {
- return "FreeCameraGamepadInput";
- }
- /**
- * Get the friendly name associated with the input class.
- * @returns the input friendly name
- */
- getSimpleName() {
- return "gamepad";
- }
- }
- __decorate([
- serialize()
- ], FreeCameraGamepadInput.prototype, "gamepadAngularSensibility", void 0);
- __decorate([
- serialize()
- ], FreeCameraGamepadInput.prototype, "gamepadMoveSensibility", void 0);
- CameraInputTypes["FreeCameraGamepadInput"] = FreeCameraGamepadInput;
- //# sourceMappingURL=freeCameraGamepadInput.js.map
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