Merge pull request #8390 from jordan-woyak/wiimote-emu-tilt-fix

WiimoteEmu: Tilt fixes.
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Anthony 2019-10-16 16:14:42 -07:00 committed by GitHub
commit a21b7b1bdd
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4 changed files with 21 additions and 18 deletions

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@ -91,12 +91,9 @@ void EmulateTilt(RotationalState* state, ControllerEmu::Tilt* const tilt_group,
const ControlState roll = target.x * MathUtil::PI;
const ControlState pitch = target.y * MathUtil::PI;
// Higher values will be more responsive but will increase rate of M+ "desync".
// I'd rather not expose this value in the UI if not needed.
// Desync caused by tilt seems not as severe as accelerometer data can estimate pitch/yaw.
constexpr auto MAX_ACCEL = float(MathUtil::TAU * 50);
const auto max_accel = std::pow(tilt_group->GetMaxRotationalVelocity(), 2) / MathUtil::TAU;
ApproachAngleWithAccel(state, Common::Vec3(pitch, -roll, 0), MAX_ACCEL, time_elapsed);
ApproachAngleWithAccel(state, Common::Vec3(pitch, -roll, 0), max_accel, time_elapsed);
}
void EmulateSwing(MotionState* state, ControllerEmu::Force* swing_group, float time_elapsed)

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@ -732,18 +732,6 @@ Common::Vec3 Wiimote::GetAcceleration()
// Our shake effects have never been affected by orientation. Should they be?
accel += m_shake_state.acceleration;
// Simulate centripetal acceleration caused by an offset of the accelerometer sensor.
// Estimate of sensor position based on an image of the wii remote board:
constexpr float ACCELEROMETER_Y_OFFSET = 0.1f;
const auto angular_velocity = GetAngularVelocity();
const auto centripetal_accel =
// TODO: Is this the proper way to combine the x and z angular velocities?
std::pow(std::abs(angular_velocity.x) + std::abs(angular_velocity.z), 2) *
ACCELEROMETER_Y_OFFSET;
accel.y += centripetal_accel;
return accel;
}

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@ -7,6 +7,7 @@
#include <string>
#include "Common/Common.h"
#include "Common/MathUtil.h"
#include "InputCommon/ControlReference/ControlReference.h"
#include "InputCommon/ControllerEmu/Control/Control.h"
@ -30,7 +31,15 @@ Tilt::Tilt(const std::string& name_) : ReshapableInput(name_, name_, GroupType::
_trans("°"),
// i18n: Refers to emulated wii remote movement.
_trans("Maximum tilt angle.")},
90, 0, 180);
85, 0, 180);
AddSetting(&m_max_rotational_velocity,
{_trans("Velocity"),
// i18n: The symbol/abbreviation for hertz (cycles per second).
_trans("Hz"),
// i18n: Refers to emulated wii remote movement.
_trans("Peak complete turns per second.")},
7, 1, 50);
}
Tilt::ReshapeData Tilt::GetReshapableState(bool adjusted)
@ -63,4 +72,9 @@ ControlState Tilt::GetDefaultInputRadiusAtAngle(double ang) const
return SquareStickGate(1.0).GetRadiusAtAngle(ang);
}
ControlState Tilt::GetMaxRotationalVelocity() const
{
return m_max_rotational_velocity.GetValue() * MathUtil::TAU;
}
} // namespace ControllerEmu

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@ -28,7 +28,11 @@ public:
StateData GetState();
// Return peak rotational velocity (for a complete turn) in radians/sec
ControlState GetMaxRotationalVelocity() const;
private:
SettingValue<double> m_max_angle_setting;
SettingValue<double> m_max_rotational_velocity;
};
} // namespace ControllerEmu