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