module BABYLON { export class ArcRotateCameraGamepadInput implements ICameraInput { camera: ArcRotateCamera; public gamepad: Gamepad; private _onGamepadConnectedObserver : Observer; private _onGamepadDisconnectedObserver : Observer; @serialize() public gamepadRotationSensibility = 80; @serialize() public gamepadMoveSensibility = 40; attachControl(element: HTMLElement, noPreventDefault?: boolean) { let 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); } detachControl(element: HTMLElement) { this.camera.getScene().gamepadManager.onGamepadConnectedObservable.remove(this._onGamepadConnectedObserver); this.camera.getScene().gamepadManager.onGamepadDisconnectedObservable.remove(this._onGamepadDisconnectedObserver); this.gamepad = null; } checkInputs() { if (this.gamepad) { var camera = this.camera; var RSValues = this.gamepad.rightStick; if (RSValues) { if (RSValues.x != 0) { var normalizedRX = RSValues.x / this.gamepadRotationSensibility; if (normalizedRX != 0 && Math.abs(normalizedRX) > 0.005) { camera.inertialAlphaOffset += normalizedRX; } } if (RSValues.y != 0) { var normalizedRY = RSValues.y / this.gamepadRotationSensibility; if (normalizedRY != 0 && Math.abs(normalizedRY) > 0.005) { camera.inertialBetaOffset += normalizedRY; } } } var LSValues = this.gamepad.leftStick; if (LSValues && LSValues.y != 0) { var normalizedLY = LSValues.y / this.gamepadMoveSensibility; if (normalizedLY != 0 && Math.abs(normalizedLY) > 0.005) { this.camera.inertialRadiusOffset -= normalizedLY; } } } } getClassName(): string { return "ArcRotateCameraGamepadInput"; } getSimpleName() { return "gamepad"; } } CameraInputTypes["ArcRotateCameraGamepadInput"] = ArcRotateCameraGamepadInput; }