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- 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 = {}));
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