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@babylonjs/core

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Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.

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import { TouchCamera } from "./touchCamera.js"; import type { Scene } from "../scene.js"; import { Vector3 } from "../Maths/math.vector.js"; import "../Gamepads/gamepadSceneComponent.js"; /** * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera, * which still works and will still be found in many Playgrounds. * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#universal-camera */ export declare class UniversalCamera extends TouchCamera { /** * Defines the gamepad rotation sensibility. * This is the threshold from when rotation starts to be accounted for to prevent jittering. */ get gamepadAngularSensibility(): number; set gamepadAngularSensibility(value: number); /** * Defines the gamepad move sensibility. * This is the threshold from when moving starts to be accounted for to prevent jittering. */ get gamepadMoveSensibility(): number; set gamepadMoveSensibility(value: number); /** * The Universal Camera is the one to choose for first person shooter type games, and works with all the keyboard, mouse, touch and gamepads. This replaces the earlier Free Camera, * which still works and will still be found in many Playgrounds. * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#universal-camera * @param name Define the name of the camera in the scene * @param position Define the start position of the camera in the scene * @param scene Define the scene the camera belongs to */ constructor(name: string, position: Vector3, scene?: Scene); /** * Gets the current object class name. * @returns the class name */ getClassName(): string; }