123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132 |
- module BABYLON {
- /**
- * Manage the gamepad inputs to control a free camera.
- * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
- */
- export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
- /**
- * Define the camera the input is attached to.
- */
- public camera: FreeCamera;
- /**
- * Define the Gamepad controlling the input
- */
- public gamepad: Nullable<Gamepad>;
- /**
- * Defines the gamepad rotation sensiblity.
- * This is the threshold from when rotation starts to be accounted for to prevent jittering.
- */
- @serialize()
- public gamepadAngularSensibility = 200;
- /**
- * 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 members
- private _onGamepadConnectedObserver : Nullable<Observer<Gamepad>>;
- private _onGamepadDisconnectedObserver : Nullable<Observer<Gamepad>>;
- private _cameraTransform: Matrix = Matrix.Identity();
- private _deltaTransform: Vector3 = Vector3.Zero();
- private _vector3: Vector3 = Vector3.Zero();
- private _vector2: Vector2 = Vector2.Zero();
- /**
- * 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<HTMLElement>): 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 && this.gamepad.leftStick) {
- var camera = this.camera;
- var LSValues = this.gamepad.leftStick;
- var normalizedLX = LSValues.x / this.gamepadMoveSensibility;
- var normalizedLY = LSValues.y / this.gamepadMoveSensibility;
- 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;
- if (RSValues) {
- var normalizedRX = RSValues.x / this.gamepadAngularSensibility;
- var normalizedRY = RSValues.y / this.gamepadAngularSensibility;
- RSValues.x = Math.abs(normalizedRX) > 0.001 ? 0 + normalizedRX : 0;
- RSValues.y = Math.abs(normalizedRY) > 0.001 ? 0 + normalizedRY : 0;
- }
- else {
- RSValues = {x:0, y:0};
- }
- if (!camera.rotationQuaternion) {
- Matrix.RotationYawPitchRollToRef(camera.rotation.y, camera.rotation.x, 0, this._cameraTransform);
- } else {
- camera.rotationQuaternion.toRotationMatrix(this._cameraTransform);
- }
- var speed = camera._computeLocalCameraSpeed() * 50.0;
- this._vector3.copyFromFloats(LSValues.x * speed, 0, -LSValues.y * speed);
- Vector3.TransformCoordinatesToRef(this._vector3, this._cameraTransform, this._deltaTransform);
- camera.cameraDirection.addInPlace(this._deltaTransform);
- this._vector2.copyFromFloats(RSValues.y, RSValues.x)
- camera.cameraRotation.addInPlace(this._vector2);
- }
- }
- /**
- * Gets the class name of the current intput.
- * @returns the class name
- */
- public getClassName(): string {
- return "FreeCameraGamepadInput";
- }
- /**
- * Get the friendly name associated with the input class.
- * @returns the input friendly name
- */
- public getSimpleName(): string {
- return "gamepad";
- }
- }
- (<any>CameraInputTypes)["FreeCameraGamepadInput"] = FreeCameraGamepadInput;
- }
|