This represents a FPS type of camera. This is only here for back compat purpose. Please use the UniversalCamera instead as both are identical.
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.
Define the name of the camera in the scene
Define the start position of the camera in the scene
Define the scene the camera belongs to
Sets the input sensibility for a mouse input. (default is 2000.0) Higher values reduce sensitivity.
Enable or disable gravity on the camera.
Define the current direction the camera is moving to
Define the current rotation the camera is rotating to
Enable or disable collisions of the camera with the rest of the scene objects.
Define a collision mask to limit the list of object the camera can collide with
Define the collision ellipsoid of the camera. This is helpful to simulate a camera body like the player body around the camera
Define an offset for the position of the ellipsoid around the camera. This can be helpful to determine the center of the body near the gravity center of the body instead of its head.
Defines the gamepad rotation sensiblity. This is the threshold from when rotation starts to be accounted for to prevent jittering.
Defines the gamepad move sensiblity. This is the threshold from when moving starts to be accounted for for to prevent jittering.
Define the input manager associated to the camera.
Gets or Set the list of keyboard keys used to control the backward move of the camera.
Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
Gets or Set the list of keyboard keys used to control the forward move of the camera.
Define the current target of the camera as an object or a position.
Add cconstraint to the camera to prevent it to move freely in all directions and around all axis.
Event raised when the camera collide with a mesh in the scene.
Define the current rotation of the camera
Define the current rotation of the camera as a quaternion to prevent Gimbal lock
Define the current speed of the camera
Defines the touch sensibility for rotation. The higher the faster.
Defines the touch sensibility for move. The higher the faster.
When set, the up vector of the camera will be updated by the rotation of the camera
Attached controls to the current camera.
Defines the element the controls should be listened from
Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
Detach the current controls from the camera. The camera will stop reacting to inputs.
Defines the element to stop listening the inputs from
Destroy the camera and release the current resources hold by it.
Gets the current object class name.
the class name
Gets the position in front of the camera at a given distance.
The distance from the camera we want the position to be
Return the current target position of the camera. This value is expressed in local space.
the target position
Defines the target the camera should look at.
Defines the new target as a Vector or a mesh
Store current camera state of the camera (fov, position, rotation, etc..)
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