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Manage the gamepad inputs to control a free camera.

see

https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs

Hierarchy

  • FreeCameraGamepadInput

Implements

Index

Constructors

Properties

camera: FreeCamera

Define the camera the input is attached to.

deadzoneDelta: number

Defines the minimum value at which any analog stick input is ignored. Note: This value should only be a value between 0 and 1.

gamepad: Nullable<Gamepad>

Define the Gamepad controlling the input

gamepadAngularSensibility: number

Defines the gamepad rotation sensibility. This is the threshold from when rotation starts to be accounted for to prevent jittering.

gamepadMoveSensibility: number

Defines the gamepad move sensibility. This is the threshold from when moving starts to be accounted for for to prevent jittering.

Accessors

  • get invertYAxis(): boolean
  • set invertYAxis(value: boolean): void
  • Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted

    Returns boolean

  • Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted

    Parameters

    • value: boolean

    Returns void

Methods

  • attachControl(): void
  • Attach the input controls to a specific dom element to get the input from.

    Returns void

  • checkInputs(): void
  • 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.

    Returns void

  • detachControl(): void
  • Detach the current controls from the specified dom element.

    Returns void

  • getClassName(): string
  • Gets the class name of the current input.

    Returns string

    the class name

  • getSimpleName(): string
  • Get the friendly name associated with the input class.

    Returns string

    the input friendly name

Legend

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