Class InputManager
Hierarchy
- InputManager
Index
Constructors
Properties
Accessors
Methods
Constructors
constructor
Creates a new InputManager
Parameters
Optional scene: Scene
defines the hosting scene
Returns InputManager
Properties
Static Double Click DelaySearch playground for DoubleClickDelay
Time in milliseconds with two consecutive clicks will be considered as a double click
Static Drag Movement ThresholdSearch playground for DragMovementThreshold
The distance in pixel that you have to move to prevent some events
Static Exclusive Double Click ModeSearch playground for ExclusiveDoubleClickMode
If you need to check double click without raising a single click at first click, enable this flag
Static Long Press DelaySearch playground for LongPressDelay
Time in milliseconds to wait to raise long press events if button is still pressed
Accessors
mesh Under Pointer
Gets the mesh that is currently under the pointer
Returns Nullable<AbstractMesh>
Mesh that the pointer is pointer is hovering over
pointerX
Gets or sets the current on-screen X position of the pointer
Returns number
Translated X with respect to screen
Gets or sets the current on-screen X position of the pointer
Parameters
value: number
Returns void
Translated X with respect to screen
pointerY
Gets or sets the current on-screen Y position of the pointer
Returns number
Translated Y with respect to screen
Gets or sets the current on-screen Y position of the pointer
Parameters
value: number
Returns void
Translated Y with respect to screen
un Translated Pointer
Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
Returns Vector2
Vector with X/Y values directly from pointer event
Methods
attach ControlSearch playground for attachControl
Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
Parameters
Optional attachUp: boolean
defines if you want to attach events to pointerup
Optional attachDown: boolean
defines if you want to attach events to pointerdown
Optional attachMove: boolean
defines if you want to attach events to pointermove
Optional elementToAttachTo: Nullable<HTMLElement>
defines the target DOM element to attach to (will use the canvas by default)
Returns void
detach ControlSearch playground for detachControl
Detaches all event handlers
Returns void
get Mesh Under Pointer By Pointer IdSearch playground for getMeshUnderPointerByPointerId
When using more than one pointer (for example in XR) you can get the mesh under the specific pointer
Parameters
pointerId: number
the pointer id to use
Returns Nullable<AbstractMesh>
The mesh under this pointer id or null if not found
get Pointer Over MeshSearch playground for getPointerOverMesh
Gets the mesh under the pointer
Returns Nullable<AbstractMesh>
a Mesh or null if no mesh is under the pointer
is Pointer CapturedSearch playground for isPointerCaptured
Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
Parameters
Optional pointerId: number
defines the pointer id to use in a multi-touch scenario (0 by default)
Returns boolean
true if the pointer was captured
set Pointer Over MeshSearch playground for setPointerOverMesh
Force the value of meshUnderPointer
Parameters
mesh: Nullable<AbstractMesh>
defines the mesh to use
Optional pointerId: number
optional pointer id when using more than one pointer. Defaults to 0
Optional pickResult: Nullable<PickingInfo>
optional pickingInfo data used to find mesh
Returns void
simulate Pointer DownSearch playground for simulatePointerDown
Use this method to simulate a pointer down on a mesh The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
Parameters
pickResult: PickingInfo
pickingInfo of the object wished to simulate pointer event on
Optional pointerEventInit: PointerEventInit
pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
Returns void
simulate Pointer MoveSearch playground for simulatePointerMove
Use this method to simulate a pointer move on a mesh The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
Parameters
pickResult: PickingInfo
pickingInfo of the object wished to simulate pointer event on
Optional pointerEventInit: PointerEventInit
pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
Returns void
simulate Pointer UpSearch playground for simulatePointerUp
Use this method to simulate a pointer up on a mesh The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
Parameters
pickResult: PickingInfo
pickingInfo of the object wished to simulate pointer event on
Optional pointerEventInit: PointerEventInit
pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
Optional doubleTap: boolean
indicates that the pointer up event should be considered as part of a double click (false by default)
Returns void
Class used to manage all inputs for the scene.