UNPKG

@babylonjs/core

Version:

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.

84 lines (83 loc) 2.81 kB
import type { IMinimalMotionControllerObject, MotionControllerHandedness } from "./webXRAbstractMotionController.js"; import { WebXRAbstractMotionController } from "./webXRAbstractMotionController.js"; import type { AbstractMesh } from "../../Meshes/abstractMesh.js"; import type { Scene } from "../../scene.js"; /** * The motion controller class for all microsoft mixed reality controllers */ export declare class WebXRMicrosoftMixedRealityController extends WebXRAbstractMotionController { protected readonly _mapping: { defaultButton: { valueNodeName: string; unpressedNodeName: string; pressedNodeName: string; }; defaultAxis: { valueNodeName: string; minNodeName: string; maxNodeName: string; }; buttons: { "xr-standard-trigger": { rootNodeName: string; componentProperty: string; states: string[]; }; "xr-standard-squeeze": { rootNodeName: string; componentProperty: string; states: string[]; }; "xr-standard-touchpad": { rootNodeName: string; labelAnchorNodeName: string; touchPointNodeName: string; }; "xr-standard-thumbstick": { rootNodeName: string; componentProperty: string; states: string[]; }; }; axes: { "xr-standard-touchpad": { "x-axis": { rootNodeName: string; }; "y-axis": { rootNodeName: string; }; }; "xr-standard-thumbstick": { "x-axis": { rootNodeName: string; }; "y-axis": { rootNodeName: string; }; }; }; }; /** * The base url used to load the left and right controller models */ static MODEL_BASE_URL: string; /** * The name of the left controller model file */ static MODEL_LEFT_FILENAME: string; /** * The name of the right controller model file */ static MODEL_RIGHT_FILENAME: string; profileId: string; constructor(scene: Scene, gamepadObject: IMinimalMotionControllerObject, handedness: MotionControllerHandedness); protected _getFilenameAndPath(): { filename: string; path: string; }; protected _getModelLoadingConstraints(): boolean; protected _processLoadedModel(_meshes: AbstractMesh[]): void; protected _setRootMesh(meshes: AbstractMesh[]): void; protected _updateModel(): void; }