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- 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
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