@babylonjs/core
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TypeScript
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 oculus touch (quest, rift).
* This class supports legacy mapping as well the standard xr mapping
*/
export declare class WebXROculusTouchMotionController extends WebXRAbstractMotionController {
private _forceLegacyControllers;
private _modelRootNode;
/**
* 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;
/**
* Base Url for the Quest controller model.
*/
static QUEST_MODEL_BASE_URL: string;
profileId: string;
constructor(scene: Scene, gamepadObject: IMinimalMotionControllerObject, handedness: MotionControllerHandedness, _legacyMapping?: boolean, _forceLegacyControllers?: boolean);
protected _getFilenameAndPath(): {
filename: string;
path: string;
};
protected _getModelLoadingConstraints(): boolean;
protected _processLoadedModel(_meshes: AbstractMesh[]): void;
protected _setRootMesh(meshes: AbstractMesh[]): void;
protected _updateModel(): void;
/**
* Is this the new type of oculus touch. At the moment both have the same profile and it is impossible to differentiate
* between the touch and touch 2.
* @returns true if this is the new type of oculus touch controllers.
*/
private _isQuest;
}