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- var __extends = this.__extends || function (d, b) {
- for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
- function __() { this.constructor = d; }
- __.prototype = b.prototype;
- d.prototype = new __();
- };
- var BABYLON;
- (function (BABYLON) {
- // We're mainly based on the logic defined into the FreeCamera code
- var GamepadCamera = (function (_super) {
- __extends(GamepadCamera, _super);
- function GamepadCamera(name, position, scene) {
- var _this = this;
- _super.call(this, name, position, scene);
- this.angularSensibility = 200;
- this.moveSensibility = 75;
- this._gamepads = new BABYLON.Gamepads(function (gamepad) {
- _this._onNewGameConnected(gamepad);
- });
- }
- GamepadCamera.prototype._onNewGameConnected = function (gamepad) {
- // Only the first gamepad can control the camera
- if (gamepad.index === 0) {
- this._gamepad = gamepad;
- }
- };
- GamepadCamera.prototype._checkInputs = function () {
- if (!this._gamepad) {
- return;
- }
- var LSValues = this._gamepad.leftStick;
- var normalizedLX = LSValues.x / this.moveSensibility;
- var normalizedLY = LSValues.y / this.moveSensibility;
- LSValues.x = Math.abs(normalizedLX) > 0.005 ? 0 + normalizedLX : 0;
- LSValues.y = Math.abs(normalizedLY) > 0.005 ? 0 + normalizedLY : 0;
- var RSValues = this._gamepad.rightStick;
- var normalizedRX = RSValues.x / this.angularSensibility;
- var normalizedRY = RSValues.y / this.angularSensibility;
- RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0;
- RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;
- ;
- var cameraTransform = BABYLON.Matrix.RotationYawPitchRoll(this.rotation.y, this.rotation.x, 0);
- var deltaTransform = BABYLON.Vector3.TransformCoordinates(new BABYLON.Vector3(LSValues.x, 0, -LSValues.y), cameraTransform);
- this.cameraDirection = this.cameraDirection.add(deltaTransform);
- this.cameraRotation = this.cameraRotation.add(new BABYLON.Vector2(RSValues.y, RSValues.x));
- };
- GamepadCamera.prototype.dispose = function () {
- this._gamepads.dispose();
- _super.prototype.dispose.call(this);
- };
- return GamepadCamera;
- })(BABYLON.FreeCamera);
- BABYLON.GamepadCamera = GamepadCamera;
- })(BABYLON || (BABYLON = {}));
- //# sourceMappingURL=babylon.gamepadCamera.js.map
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