@babylonjs/core
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TypeScript
import type { Nullable } from "../../types.js";
import type { ArcRotateCamera } from "../../Cameras/arcRotateCamera.js";
import type { ICameraInput } from "../../Cameras/cameraInputsManager.js";
import type { IWheelEvent } from "../../Events/deviceInputEvents.js";
/**
* Manage the mouse wheel inputs to control an arc rotate camera.
* @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/customizingCameraInputs
*/
export declare class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
/**
* Defines the camera the input is attached to.
*/
camera: ArcRotateCamera;
/**
* Gets or Set the mouse wheel precision or how fast is the camera zooming.
*/
wheelPrecision: number;
/**
* Gets or Set the boolean value that controls whether or not the mouse wheel
* zooms to the location of the mouse pointer or not. The default is false.
*/
zoomToMouseLocation: boolean;
/**
* wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
* It defines the percentage of current camera.radius to use as delta when wheel is used.
*/
wheelDeltaPercentage: number;
/**
* If set, this function will be used to set the radius delta that will be added to the current camera radius
*/
customComputeDeltaFromMouseWheel: Nullable<(wheelDelta: number, input: ArcRotateCameraMouseWheelInput, event: IWheelEvent) => number>;
private _wheel;
private _observer;
private _hitPlane;
private _viewOffset;
private _globalOffset;
protected _computeDeltaFromMouseWheelLegacyEvent(mouseWheelDelta: number, radius: number): number;
/**
* Attach the input controls to a specific dom element to get the input from.
* @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
*/
attachControl(noPreventDefault?: boolean): void;
/**
* Detach the current controls from the specified dom element.
*/
detachControl(): 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.
*/
checkInputs(): void;
/**
* Gets the class name of the current input.
* @returns the class name
*/
getClassName(): string;
/**
* Get the friendly name associated with the input class.
* @returns the input friendly name
*/
getSimpleName(): string;
private _updateHitPlane;
private _getPosition;
private _inertialPanning;
private _zoomToMouse;
private _zeroIfClose;
}