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- +19 −19 dist/preview release/babylon.core.js
- +930 −828 dist/preview release/babylon.d.ts
- +27 −36 dist/preview release/babylon.js
- +104 −3 dist/preview release/babylon.max.js
- +25 −25 dist/preview release/babylon.noworker.js
- +1 −0 dist/preview release/what's new.md
- +30 −30 src/Cameras/Inputs/babylon.arcrotatecamera.input.gamepad.ts
- +1 −1 src/Cameras/babylon.camera.js
- +14 −13 src/Cameras/babylon.camera.ts
- +25 −24 src/Cameras/babylon.cameraInputsManager.ts
- +101 −0 src/Mesh/babylon.meshBuilder.js
- +1 −0 src/Mesh/babylon.meshBuilder.ts
- +1 −1 src/babylon.node.js
- +0 −1 what's new.md
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dist/preview release/babylon.core.js
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dist/preview release/babylon.d.ts
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dist/preview release/babylon.js
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dist/preview release/babylon.max.js
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dist/preview release/babylon.noworker.js
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dist/preview release/what's new.md
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src/Cameras/Inputs/babylon.arcrotatecamera.input.gamepad.ts
@@ -1,73 +1,73 @@ | ||
-module BABYLON { | ||
+module BABYLON { | ||
export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> { | ||
- camera : ArcRotateCamera; | ||
- | ||
+ camera: ArcRotateCamera; | ||
+ | ||
public gamepad: Gamepad; | ||
- private _gamepads: Gamepads; | ||
+ private _gamepads: Gamepads; | ||
@serialize() | ||
public gamepadRotationSensibility = 80; | ||
- | ||
+ | ||
@serialize() | ||
public gamepadMoveSensibility = 40; | ||
- | ||
- constructor(){ | ||
+ | ||
+ constructor() { | ||
this._gamepads = new Gamepads((gamepad: Gamepad) => { this._onNewGameConnected(gamepad); }); | ||
} | ||
- | ||
- attachCamera(camera : ArcRotateCamera){ | ||
+ | ||
+ attachCamera(camera: ArcRotateCamera) { | ||
this.camera = camera; | ||
} | ||
- | ||
- detach(){ | ||
+ | ||
+ detach() { | ||
this._gamepads.dispose(); | ||
} | ||
- | ||
- checkInputs(){ | ||
+ | ||
+ checkInputs() { | ||
if (this.gamepad) { | ||
var camera = this.camera; | ||
var RSValues = this.gamepad.rightStick; | ||
- | ||
- if (RSValues.x != 0){ | ||
- var normalizedRX = RSValues.x / this.gamepadRotationSensibility; | ||
+ | ||
+ if (RSValues.x != 0) { | ||
+ var normalizedRX = RSValues.x / this.gamepadRotationSensibility; | ||
if (normalizedRX != 0 && Math.abs(normalizedRX) > 0.005) { | ||
camera.inertialAlphaOffset += normalizedRX; | ||
} | ||
} | ||
- | ||
- if (RSValues.y != 0){ | ||
+ | ||
+ if (RSValues.y != 0) { | ||
var normalizedRY = RSValues.y / this.gamepadRotationSensibility; | ||
if (normalizedRY != 0 && Math.abs(normalizedRY) > 0.005) { | ||
camera.inertialBetaOffset += normalizedRY; | ||
} | ||
- } | ||
- | ||
+ } | ||
+ | ||
var LSValues = this.gamepad.leftStick; | ||
- if (LSValues.y != 0){ | ||
- var normalizedLY = LSValues.y / this.gamepadMoveSensibility; | ||
+ if (LSValues.y != 0) { | ||
+ var normalizedLY = LSValues.y / this.gamepadMoveSensibility; | ||
if (normalizedLY != 0 && Math.abs(normalizedLY) > 0.005) { | ||
this.camera.inertialRadiusOffset -= normalizedLY; | ||
} | ||
} | ||
- | ||
+ | ||
} | ||
} | ||
- | ||
+ | ||
private _onNewGameConnected(gamepad: Gamepad) { | ||
// Only the first gamepad can control the camera | ||
if (gamepad.index === 0) { | ||
this.gamepad = gamepad; | ||
} | ||
} | ||
- | ||
- getTypeName(): string{ | ||
+ | ||
+ getTypeName(): string { | ||
return "ArcRotateCameraGamepadInput"; | ||
} | ||
- | ||
- getSimpleName(){ | ||
+ | ||
+ getSimpleName() { | ||
return "gamepad"; | ||
} | ||
} | ||
- | ||
+ | ||
CameraInputTypes["ArcRotateCameraGamepadInput"] = ArcRotateCameraGamepadInput; | ||
-} | ||
+} |
2
src/Cameras/babylon.camera.js
27
src/Cameras/babylon.camera.ts
49
src/Cameras/babylon.cameraInputsManager.ts
101
src/Mesh/babylon.meshBuilder.js
1
src/Mesh/babylon.meshBuilder.ts
2
src/babylon.node.js
1
what's new.md
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