var __extends = (this && this.__extends) || function (d, b) { for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; function __() { this.constructor = d; } d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); }; var BABYLON; (function (BABYLON) { // We're mainly based on the logic defined into the FreeCamera code var TouchCamera = (function (_super) { __extends(TouchCamera, _super); //-- end properties for backward compatibility for inputs function TouchCamera(name, position, scene) { _super.call(this, name, position, scene); this.inputs.addTouch(); this._setupInputs(); } Object.defineProperty(TouchCamera.prototype, "touchAngularSensibility", { //-- Begin properties for backward compatibility for inputs get: function () { var touch = this.inputs.attached["touch"]; if (touch) return touch.touchAngularSensibility; }, set: function (value) { var touch = this.inputs.attached["touch"]; if (touch) touch.touchAngularSensibility = value; }, enumerable: true, configurable: true }); Object.defineProperty(TouchCamera.prototype, "touchMoveSensibility", { get: function () { var touch = this.inputs.attached["touch"]; if (touch) return touch.touchMoveSensibility; }, set: function (value) { var touch = this.inputs.attached["touch"]; if (touch) touch.touchMoveSensibility = value; }, enumerable: true, configurable: true }); TouchCamera.prototype.getTypeName = function () { return "TouchCamera"; }; TouchCamera.prototype._setupInputs = function () { var mouse = this.inputs.attached["mouse"]; if (mouse) { mouse.touchEnabled = false; } }; return TouchCamera; })(BABYLON.FreeCamera); BABYLON.TouchCamera = TouchCamera; })(BABYLON || (BABYLON = {}));