import { Nullable } from "../../types"; import { serialize } from "../../Misc/decorators"; import { Observer } from "../../Misc/observable"; import { ArcRotateCamera } from "../../Cameras/arcRotateCamera"; import { ICameraInput, CameraInputTypes } from "../../Cameras/cameraInputsManager"; import { Gamepad } from "../../Gamepads/gamepad"; /** * Manage the gamepad inputs to control an arc rotate camera. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs */ export class ArcRotateCameraGamepadInput implements ICameraInput { /** * Defines the camera the input is attached to. */ public camera: ArcRotateCamera; /** * Defines the gamepad the input is gathering event from. */ public gamepad: Nullable; /** * Defines the gamepad rotation sensiblity. * This is the threshold from when rotation starts to be accounted for to prevent jittering. */ @serialize() public gamepadRotationSensibility = 80; /** * Defines the gamepad move sensiblity. * This is the threshold from when moving starts to be accounted for for to prevent jittering. */ @serialize() public gamepadMoveSensibility = 40; private _onGamepadConnectedObserver : Nullable>; private _onGamepadDisconnectedObserver : Nullable>; /** * Attach the input controls to a specific dom element to get the input from. * @param element Defines the element the controls should be listened from * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault) */ public attachControl(element: HTMLElement, noPreventDefault?: boolean): void { 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); } /** * Detach the current controls from the specified dom element. * @param element Defines the element to stop listening the inputs from */ public detachControl(element: Nullable): void { 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. */ public checkInputs(): void { 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; } } } } /** * Gets the class name of the current intput. * @returns the class name */ public getClassName(): string { return "ArcRotateCameraGamepadInput"; } /** * Get the friendly name associated with the input class. * @returns the input friendly name */ public getSimpleName(): string { return "gamepad"; } } (CameraInputTypes)["ArcRotateCameraGamepadInput"] = ArcRotateCameraGamepadInput;