Search the Community

Showing results for tags 'camerainputsmanager'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 1 result

  1. Hi guys and gals, I was reading the docs on Customizing Camera Inputs https://doc.babylonjs.com/how_to/customizing_camera_inputs and I want to customize the camera input for the FollowCamera. But it has no camera.inputs set at the moment when I look at the definition: https://github.com/BabylonJS/Babylon.js/blob/master/src/Cameras/babylon.followCamera.ts While for example the FreeCamera has: https://github.com/BabylonJS/Babylon.js/blob/master/src/Cameras/babylon.freeCamera.ts#L164 My question is: Can you set the camera.inputs to a new CameraInputsManager instance? Perhaps a DummyCameraInputsManager that's just an empty shell, doesn't need to do anything with input for now... just being there. So then I can add my own inputs to this camera using: camera.inputs.add(new MyFancyNewFollowCameraKeyboardInput()); I can then write camera input controllers (in JavaScript) that would adjust the FollowCamera's radius, rotationOffset and heightOffset. If you like my camera input controllers for the FollowCamera I can share the code, so they might even become default. 🙂 Some background info: I use a FollowCamera in my BabylonJS Model Train Simulator game. It follows the train quite nicely, even in curves. 🙂 But when the train gets longer, I want the user to be able to adjust the radius to get the train in view again (zoom in/out). Also when the player operates the train at a station, I want the user to be able to adjust the rotationOffset to get a clear view on loading/unloading the train at that station. So it's kinda like an ArcRotate input but slightly different. Let me know how I can help achieve this or if there's a similar solution that achieves more or less the same. Thanks, Quintus