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synced 2024-11-30 12:54:14 +01:00
Remove RealMotionDevice
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8e18b61972
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@ -119,25 +119,7 @@ using ButtonDevice = InputDevice<bool>;
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using AnalogDevice = InputDevice<std::tuple<float, float>>;
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/**
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* A motion device is an input device that returns a tuple of accelerometer state vector and
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* gyroscope state vector.
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*
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* For both vectors:
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* x+ is the same direction as LEFT on D-pad.
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* y+ is normal to the touch screen, pointing outward.
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* z+ is the same direction as UP on D-pad.
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*
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* For accelerometer state vector
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* Units: g (gravitational acceleration)
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*
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* For gyroscope state vector:
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* Orientation is determined by right-hand rule.
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* Units: deg/sec
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*/
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using MotionDevice = InputDevice<std::tuple<Common::Vec3<float>, Common::Vec3<float>>>;
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/**
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* A real motion device is an input device that returns a tuple of accelerometer state vector,
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* A motion status is an object that returns a tuple of accelerometer state vector,
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* gyroscope state vector, rotation state vector and orientation state matrix.
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*
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* For both vectors:
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@ -160,8 +142,13 @@ using MotionDevice = InputDevice<std::tuple<Common::Vec3<float>, Common::Vec3<fl
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* y vector
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* z vector
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*/
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using RealMotionDevice = InputDevice<std::tuple<Common::Vec3<float>, Common::Vec3<float>,
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Common::Vec3<float>, std::array<Common::Vec3f, 3>>>;
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using MotionStatus = std::tuple<Common::Vec3<float>, Common::Vec3<float>, Common::Vec3<float>,
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std::array<Common::Vec3f, 3>>;
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/**
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* A motion device is an input device that returns a motion status object
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*/
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using MotionDevice = InputDevice<MotionStatus>;
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/**
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* A touch device is an input device that returns a tuple of two floats and a bool. The floats are
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@ -251,7 +251,7 @@ void Controller_NPad::OnLoadInputDevices() {
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sticks[i].begin(), Input::CreateDevice<Input::AnalogDevice>);
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std::transform(players[i].motions.begin() + Settings::NativeMotion::MOTION_HID_BEGIN,
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players[i].motions.begin() + Settings::NativeMotion::MOTION_HID_END,
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motions[i].begin(), Input::CreateDevice<Input::RealMotionDevice>);
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motions[i].begin(), Input::CreateDevice<Input::MotionDevice>);
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}
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}
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@ -397,7 +397,8 @@ void Controller_NPad::OnUpdate(const Core::Timing::CoreTiming& core_timing, u8*
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std::tie(motion_devices[e].accel, motion_devices[e].gyro,
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motion_devices[e].rotation, motion_devices[e].orientation) =
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device->GetStatus();
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sixaxis_at_rest = sixaxis_at_rest && motion_devices[e].gyro.Length2() < 1.0f;
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sixaxis_at_rest =
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sixaxis_at_rest && motion_devices[e].gyro.Length2() < 0.00005f;
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}
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}
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}
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@ -299,9 +299,9 @@ private:
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struct MotionDevice {
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Common::Vec3f accel;
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Common::Vec3f gyro{};
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Common::Vec3f gyro;
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Common::Vec3f rotation;
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std::array<Common::Vec3f, 3> orientation{};
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std::array<Common::Vec3f, 3> orientation;
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};
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struct NPadEntry {
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@ -358,8 +358,8 @@ private:
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using StickArray = std::array<
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std::array<std::unique_ptr<Input::AnalogDevice>, Settings::NativeAnalog::NUM_STICKS_HID>,
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10>;
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using MotionArray = std::array<std::array<std::unique_ptr<Input::RealMotionDevice>,
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Settings::NativeMotion::NUM_MOTION_HID>,
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using MotionArray = std::array<
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std::array<std::unique_ptr<Input::MotionDevice>, Settings::NativeMotion::NUM_MOTION_HID>,
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10>;
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ButtonArray buttons;
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StickArray sticks;
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@ -56,7 +56,7 @@ public:
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is_tilting = false;
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}
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std::tuple<Common::Vec3<float>, Common::Vec3<float>> GetStatus() {
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Input::MotionStatus GetStatus() {
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std::lock_guard guard{status_mutex};
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return status;
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}
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@ -76,7 +76,7 @@ private:
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Common::Event shutdown_event;
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std::tuple<Common::Vec3<float>, Common::Vec3<float>> status;
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Input::MotionStatus status;
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std::mutex status_mutex;
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// Note: always keep the thread declaration at the end so that other objects are initialized
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@ -113,10 +113,19 @@ private:
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gravity = QuaternionRotate(inv_q, gravity);
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angular_rate = QuaternionRotate(inv_q, angular_rate);
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// TODO: Calculate the correct rotation vector and orientation matrix
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const auto matrix4x4 = q.ToMatrix();
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const auto rotation = Common::MakeVec(0.0f, 0.0f, 0.0f);
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const std::array orientation{
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Common::Vec3f(matrix4x4[0], matrix4x4[1], -matrix4x4[2]),
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Common::Vec3f(matrix4x4[4], matrix4x4[5], -matrix4x4[6]),
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Common::Vec3f(-matrix4x4[8], -matrix4x4[9], matrix4x4[10]),
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};
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// Update the sensor state
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{
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std::lock_guard guard{status_mutex};
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status = std::make_tuple(gravity, angular_rate);
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status = std::make_tuple(gravity, angular_rate, rotation, orientation);
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}
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}
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}
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@ -131,7 +140,7 @@ public:
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device = std::make_shared<MotionEmuDevice>(update_millisecond, sensitivity);
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}
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std::tuple<Common::Vec3<float>, Common::Vec3<float>> GetStatus() const override {
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Input::MotionStatus GetStatus() const override {
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return device->GetStatus();
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}
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@ -170,10 +170,18 @@ void Client::OnPadData(Response::PadData data) {
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// directions correspond to the ones of the Switch
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Common::Vec3f accel = Common::MakeVec<float>(data.accel.x, data.accel.y, data.accel.z);
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Common::Vec3f gyro = Common::MakeVec<float>(data.gyro.pitch, data.gyro.yaw, data.gyro.roll);
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// TODO: Calculate the correct rotation vector and orientation matrix
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const auto rotation = Common::MakeVec(0.0f, 0.0f, 0.0f);
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const std::array orientation{
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Common::Vec3f(1.0f, 0.0f, 0.0f),
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Common::Vec3f(0.0f, 1.0f, 0.0f),
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Common::Vec3f(0.0f, 0.0f, 1.0f),
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};
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{
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std::lock_guard guard(status->update_mutex);
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status->motion_status = {accel, gyro};
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status->motion_status = {accel, gyro, rotation, orientation};
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// TODO: add a setting for "click" touch. Click touch refers to a device that differentiates
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// between a simple "tap" and a hard press that causes the touch screen to click.
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@ -14,6 +14,7 @@
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#include "common/common_types.h"
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#include "common/thread.h"
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#include "common/vector_math.h"
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#include "core/frontend/input.h"
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namespace InputCommon::CemuhookUDP {
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@ -30,7 +31,7 @@ struct Version;
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struct DeviceStatus {
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std::mutex update_mutex;
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std::tuple<Common::Vec3<float>, Common::Vec3<float>> motion_status;
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Input::MotionStatus motion_status;
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std::tuple<float, float, bool> touch_status;
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// calibration data for scaling the device's touch area to 3ds
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@ -29,7 +29,7 @@ private:
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class UDPMotionDevice final : public Input::MotionDevice {
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public:
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explicit UDPMotionDevice(std::shared_ptr<DeviceStatus> status_) : status(std::move(status_)) {}
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std::tuple<Common::Vec3<float>, Common::Vec3<float>> GetStatus() const override {
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Input::MotionStatus GetStatus() const override {
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std::lock_guard guard(status->update_mutex);
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return status->motion_status;
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}
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