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- module BABYLON {
- // We're mainly based on the logic defined into the FreeCamera code
- export class GamepadCamera extends FreeCamera {
- private _gamepad: BABYLON.Gamepad;
- private _gamepads: BABYLON.Gamepads;
- public angularSensibility = 200;
- public moveSensibility = 75;
- constructor(name: string, position: Vector3, scene: Scene) {
- super(name, position, scene);
- this._gamepads = new BABYLON.Gamepads((gamepad: BABYLON.Gamepad) => { this._onNewGameConnected(gamepad); });
- }
- private _onNewGameConnected(gamepad: BABYLON.Gamepad) {
- // Only the first gamepad can control the camera
- if (gamepad.index === 0) {
- this._gamepad = gamepad;
- }
- }
- public _checkInputs(): void {
- 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));
- }
- public dispose(): void {
- this._gamepads.dispose();
- super.dispose();
- }
- }
- }
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