function () {
    const gamepad = this.getGamepad();
    if (!gamepad.buttons[GamepadButton.DPAD_RIGHT]) {
      return new THREE.Vector2();
    }
    return new THREE.Vector2(
      (gamepad.buttons[GamepadButton.DPAD_RIGHT].pressed ? 1 : 0)
      + (gamepad.buttons[GamepadButton.DPAD_LEFT].pressed ? -1 : 0),
      (gamepad.buttons[GamepadButton.DPAD_UP].pressed ? -1 : 0)
      + (gamepad.buttons[GamepadButton.DPAD_DOWN].pressed ? 1 : 0)
    );
  }
function () {
    const gamepad = this.getGamepad();
    if (!gamepad.buttons[GamepadButton.DPAD_RIGHT]) {
      return new THREE.Vector2();
    }
    return new THREE.Vector2(
      (gamepad.buttons[GamepadButton.DPAD_RIGHT].pressed ? 1 : 0)
      + (gamepad.buttons[GamepadButton.DPAD_LEFT].pressed ? -1 : 0),
      (gamepad.buttons[GamepadButton.DPAD_UP].pressed ? -1 : 0)
      + (gamepad.buttons[GamepadButton.DPAD_DOWN].pressed ? 1 : 0)
    );
  }
function ( ) { const gamepad = this . getGamepad ( ) ; if ( ! gamepad . buttons [ GamepadButton . DPAD_RIGHT ] ) { return new THREE . Vector2 ( ) ; } return new THREE . Vector2 ( ( gamepad . buttons [ GamepadButton . DPAD_RIGHT ] . pressed ? 1 : 0 ) + ( gamepad . buttons [ GamepadButton . DPAD_LEFT ] . pressed ? - 1 : 0 ) , ( gamepad . buttons [ GamepadButton . DPAD_UP ] . pressed ? - 1 : 0 ) + ( gamepad . buttons [ GamepadButton . DPAD_DOWN ] . pressed ? 1 : 0 ) ) ; }
Returns the state of the dpad as a THREE.Vector2.
@return {THREE.Vector2}
Returns the state of the dpad as a THREE . Vector2 .