Merge pull request #9106 from jordan-woyak/wm-distance
WiimoteEmu: Increase camera FOV to match that of a real Wii remote.
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3655243612
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@ -21,7 +21,6 @@ IMUGyroscope/Roll Right = `Gyro Roll Right`
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IMUGyroscope/Yaw Left = `Gyro Yaw Left`
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IMUGyroscope/Yaw Right = `Gyro Yaw Right`
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IMUIR/Enabled = True
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IMUIR/Total Yaw = 20
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Extension/Attach MotionPlus = `Attached MotionPlus`
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Extension = `Attached Extension`
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Nunchuk/Buttons/C = `Nunchuk C`
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@ -135,8 +135,12 @@ public:
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constexpr size_t Count() const { return m_running_mean.Count(); }
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constexpr T Mean() const { return m_running_mean.Mean(); }
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constexpr T Variance() const { return m_variance / (Count() - 1); }
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constexpr T StandardDeviation() const { return std::sqrt(Variance()); }
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T StandardDeviation() const { return std::sqrt(Variance()); }
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constexpr T PopulationVariance() const { return m_variance / Count(); }
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T PopulationStandardDeviation() const { return std::sqrt(PopulationVariance()); }
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private:
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RunningMean<T> m_running_mean;
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@ -75,9 +75,6 @@ void CameraLogic::Update(const Common::Matrix44& transform)
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using Common::Vec3;
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using Common::Vec4;
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constexpr auto CAMERA_FOV_Y = float(CAMERA_FOV_Y_DEG * MathUtil::TAU / 360);
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constexpr auto CAMERA_ASPECT_RATIO = float(CAMERA_FOV_X_DEG) / CAMERA_FOV_Y_DEG;
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// FYI: A real wiimote normally only returns 1 point for each LED cluster (2 total).
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// Sending all 4 points can actually cause some stuttering issues.
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constexpr int NUM_POINTS = 2;
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@ -86,16 +83,12 @@ void CameraLogic::Update(const Common::Matrix44& transform)
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// This is reduced based on distance from sensor bar.
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constexpr int MAX_POINT_SIZE = 15;
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// Sensor bar:
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// Distance in meters between LED clusters.
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constexpr float SENSOR_BAR_LED_SEPARATION = 0.2f;
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const std::array<Vec3, NUM_POINTS> leds{
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Vec3{-SENSOR_BAR_LED_SEPARATION / 2, 0, 0},
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Vec3{SENSOR_BAR_LED_SEPARATION / 2, 0, 0},
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};
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const auto camera_view = Matrix44::Perspective(CAMERA_FOV_Y, CAMERA_ASPECT_RATIO, 0.001f, 1000) *
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const auto camera_view = Matrix44::Perspective(CAMERA_FOV_Y, CAMERA_AR, 0.001f, 1000) *
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Matrix44::FromMatrix33(Matrix33::RotateX(float(MathUtil::TAU / 4))) *
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transform;
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@ -91,13 +91,17 @@ static_assert(sizeof(IRFull) == 9, "Wrong size");
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class CameraLogic : public I2CSlave
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{
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public:
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// OEM sensor bar distance between LED clusters in meters.
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static constexpr float SENSOR_BAR_LED_SEPARATION = 0.2f;
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static constexpr int CAMERA_RES_X = 1024;
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static constexpr int CAMERA_RES_Y = 768;
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// Wiibrew claims the camera FOV is about 33 deg by 23 deg.
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// Unconfirmed but it seems to work well enough.
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static constexpr int CAMERA_FOV_X_DEG = 33;
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static constexpr int CAMERA_FOV_Y_DEG = 23;
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// Jordan: I calculate the FOV at 42 degrees horizontally and having a 4:3 aspect ratio.
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// This is 31.5 degrees vertically.
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static constexpr float CAMERA_AR = 4.f / 3;
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static constexpr float CAMERA_FOV_X = 42 * float(MathUtil::TAU) / 360;
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static constexpr float CAMERA_FOV_Y = CAMERA_FOV_X / CAMERA_AR;
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enum : u8
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{
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@ -33,8 +33,7 @@ Cursor::Cursor(std::string name_, std::string ui_name_)
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AddInput(Translate, _trans("Relative Input Hold"));
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// Default values are optimized for "Super Mario Galaxy 2".
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// This seems to be acceptable for a good number of games.
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// Default values chosen to reach screen edges in most games including the Wii Menu.
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AddSetting(&m_vertical_offset_setting,
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// i18n: Refers to a positional offset applied to an emulated wiimote.
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@ -50,7 +49,7 @@ Cursor::Cursor(std::string name_, std::string ui_name_)
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_trans("°"),
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// i18n: Refers to emulated wii remote movements.
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_trans("Total rotation about the yaw axis.")},
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15, 0, 360);
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25, 0, 360);
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AddSetting(&m_pitch_setting,
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// i18n: Refers to an amount of rotational movement about the "pitch" axis.
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@ -59,7 +58,7 @@ Cursor::Cursor(std::string name_, std::string ui_name_)
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_trans("°"),
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// i18n: Refers to emulated wii remote movements.
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_trans("Total rotation about the pitch axis.")},
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15, 0, 360);
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20, 0, 360);
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AddSetting(&m_relative_setting, {_trans("Relative Input")}, false);
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AddSetting(&m_autohide_setting, {_trans("Auto-Hide")}, false);
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@ -29,8 +29,7 @@ IMUCursor::IMUCursor(std::string name_, std::string ui_name_)
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{
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AddInput(Translate, _trans("Recenter"));
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// Default values are optimized for "Super Mario Galaxy 2".
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// This seems to be acceptable for a good number of games.
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// Default values chosen to reach screen edges in most games including the Wii Menu.
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AddSetting(&m_yaw_setting,
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// i18n: Refers to an amount of rotational movement about the "yaw" axis.
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@ -39,7 +38,7 @@ IMUCursor::IMUCursor(std::string name_, std::string ui_name_)
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_trans("°"),
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// i18n: Refers to emulated wii remote movements.
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_trans("Total rotation about the yaw axis.")},
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15, 0, 360);
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25, 0, 360);
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}
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ControlState IMUCursor::GetTotalYaw() const
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@ -196,6 +196,8 @@ Device::Device(std::unique_ptr<WiimoteReal::Wiimote> wiimote) : m_wiimote(std::m
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AddInput(new UndetectableAnalogInput<bool>(&m_ir_state.is_hidden, "IR Hidden", 1));
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AddInput(new UndetectableAnalogInput<float>(&m_ir_state.distance, "IR Distance", 1));
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// Raw gyroscope.
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static constexpr std::array<std::array<const char*, 2>, 3> gyro_names = {{
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{"Gyro Pitch Down", "Gyro Pitch Up"},
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@ -1198,9 +1200,9 @@ void Device::UpdateOrientation()
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// FYI: We could do some roll correction from multiple IR objects.
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const auto ir_rotation =
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Common::Vec3(m_ir_state.center_position.y * WiimoteEmu::CameraLogic::CAMERA_FOV_Y_DEG, 0,
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m_ir_state.center_position.x * WiimoteEmu::CameraLogic::CAMERA_FOV_X_DEG) /
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2 * float(MathUtil::TAU) / 360;
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Common::Vec3(m_ir_state.center_position.y * WiimoteEmu::CameraLogic::CAMERA_FOV_Y, 0,
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m_ir_state.center_position.x * WiimoteEmu::CameraLogic::CAMERA_FOV_X) /
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2;
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const auto ir_normal = Common::Vec3(0, 1, 0);
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const auto ir_vector = WiimoteEmu::GetMatrixFromGyroscope(-ir_rotation) * ir_normal;
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@ -1226,8 +1228,7 @@ void Device::IRState::ProcessData(const std::array<WiimoteEmu::IRBasic, 2>& data
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using IRObject = WiimoteEmu::IRBasic::IRObject;
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Common::Vec2 point_total;
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int point_count = 0;
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MathUtil::RunningVariance<Common::Vec2> points;
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const auto camera_max = IRObject(WiimoteEmu::CameraLogic::CAMERA_RES_X - 1,
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WiimoteEmu::CameraLogic::CAMERA_RES_Y - 1);
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@ -1237,8 +1238,7 @@ void Device::IRState::ProcessData(const std::array<WiimoteEmu::IRBasic, 2>& data
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if (point.y > camera_max.y)
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return;
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point_total += Common::Vec2(point);
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++point_count;
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points.Push(Common::Vec2(point));
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};
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for (auto& block : data)
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@ -1247,12 +1247,25 @@ void Device::IRState::ProcessData(const std::array<WiimoteEmu::IRBasic, 2>& data
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add_point(block.GetObject2());
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}
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is_hidden = !point_count;
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is_hidden = !points.Count();
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if (point_count)
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if (points.Count() >= 2)
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{
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center_position =
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point_total / float(point_count) / Common::Vec2(camera_max) * 2.f - Common::Vec2(1, 1);
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const auto variance = points.PopulationVariance();
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// Adjusts Y coorinate to match horizontal FOV.
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const auto separation =
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Common::Vec2(std::sqrt(variance.x), std::sqrt(variance.y)) /
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Common::Vec2(WiimoteEmu::CameraLogic::CAMERA_RES_X,
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WiimoteEmu::CameraLogic::CAMERA_RES_Y * WiimoteEmu::CameraLogic::CAMERA_AR) *
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2;
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distance = WiimoteEmu::CameraLogic::SENSOR_BAR_LED_SEPARATION / separation.Length() / 2 /
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std::tan(WiimoteEmu::CameraLogic::CAMERA_FOV_X / 2);
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}
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if (points.Count())
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{
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center_position = points.Mean() / Common::Vec2(camera_max) * 2.f - Common::Vec2(1, 1);
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}
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else
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{
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@ -135,6 +135,8 @@ private:
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// Average of visible IR "objects".
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Common::Vec2 center_position = {};
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float distance = 0;
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bool is_hidden = true;
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};
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