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 DeviceOrientationCamera = (function (_super) { __extends(DeviceOrientationCamera, _super); //-- end properties for backward compatibility for inputs function DeviceOrientationCamera(name, position, scene) { _super.call(this, name, position, scene); this.inputs.addDeviceOrientation(); } Object.defineProperty(DeviceOrientationCamera.prototype, "angularSensibility", { //-- Begin properties for backward compatibility for inputs get: function () { var gamepad = this.inputs.attached["deviceOrientation"]; if (gamepad) return gamepad.angularSensibility; }, set: function (value) { var gamepad = this.inputs.attached["deviceOrientation"]; if (gamepad) gamepad.angularSensibility = value; }, enumerable: true, configurable: true }); Object.defineProperty(DeviceOrientationCamera.prototype, "moveSensibility", { get: function () { var gamepad = this.inputs.attached["deviceOrientation"]; if (gamepad) return gamepad.moveSensibility; }, set: function (value) { var gamepad = this.inputs.attached["deviceOrientation"]; if (gamepad) gamepad.moveSensibility = value; }, enumerable: true, configurable: true }); DeviceOrientationCamera.prototype.getTypeName = function () { return "DeviceOrientationCamera"; }; return DeviceOrientationCamera; })(BABYLON.FreeCamera); BABYLON.DeviceOrientationCamera = DeviceOrientationCamera; })(BABYLON || (BABYLON = {}));