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@babylonjs/core

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/** This file must only contain pure code and pure imports */ import { UniversalCamera } from "./universalCamera.pure.js"; import { Vector3 } from "../Maths/math.vector.pure.js"; import { Node } from "../node.js"; /** * This represents a FPS type of camera. This is only here for back compat purpose. * Please use the UniversalCamera instead as both are identical. * @see https://doc.babylonjs.com/features/featuresDeepDive/cameras/camera_introduction#universal-camera */ export class GamepadCamera extends UniversalCamera { /** * Instantiates a new Gamepad Camera * This represents a FPS type of camera. This is only here for back compat purpose. * Please use the UniversalCamera instead as both are identical. * @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, position, scene) { super(name, position, scene); } /** * Gets the current object class name. * @returns the class name */ getClassName() { return "GamepadCamera"; } } let _Registered = false; /** * Register side effects for gamepadCamera. * Safe to call multiple times; only the first call has an effect. */ export function RegisterGamepadCamera() { if (_Registered) { return; } _Registered = true; Node.AddNodeConstructor("GamepadCamera", (name, scene) => { return () => new GamepadCamera(name, Vector3.Zero(), scene); }); } //# sourceMappingURL=gamepadCamera.pure.js.map