WiimoteEmu: Improve emulated swing.
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4374600367
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ba1b335118
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@ -24,6 +24,18 @@ constexpr T Clamp(const T val, const T& min, const T& max)
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return std::max(min, std::min(max, val));
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}
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template <typename T>
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constexpr auto Sign(const T& val) -> decltype((T{} < val) - (val < T{}))
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{
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return (T{} < val) - (val < T{});
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}
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template <typename T, typename F>
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constexpr auto Lerp(const T& x, const T& y, const F& a) -> decltype(x + (y - x) * a)
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{
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return x + (y - x) * a;
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}
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template <typename T>
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constexpr bool IsPow2(T imm)
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{
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@ -6,6 +6,7 @@
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#include <array>
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#include <cmath>
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#include <functional>
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#include <type_traits>
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// Tiny matrix/vector library.
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@ -58,6 +59,25 @@ union TVec3
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TVec3 operator-() const { return {-x, -y, -z}; }
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// Apply function to each element and return the result.
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template <typename F>
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auto Map(F&& f) const -> TVec3<decltype(f(T{}))>
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{
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return {f(x), f(y), f(z)};
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}
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template <typename F, typename T2>
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auto Map(F&& f, const TVec3<T2>& t) const -> TVec3<decltype(f(T{}, t.x))>
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{
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return {f(x, t.x), f(y, t.y), f(z, t.z)};
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}
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template <typename F, typename T2>
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auto Map(F&& f, T2 scalar) const -> TVec3<decltype(f(T{}, scalar))>
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{
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return {f(x, scalar), f(y, scalar), f(z, scalar)};
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}
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std::array<T, 3> data = {};
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struct
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@ -69,39 +89,45 @@ union TVec3
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};
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template <typename T>
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TVec3<T> operator+(TVec3<T> lhs, const TVec3<T>& rhs)
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TVec3<bool> operator<(const TVec3<T>& lhs, const TVec3<T>& rhs)
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{
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return lhs += rhs;
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return lhs.Map(std::less<T>{}, rhs);
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}
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template <typename T>
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TVec3<T> operator-(TVec3<T> lhs, const TVec3<T>& rhs)
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auto operator+(const TVec3<T>& lhs, const TVec3<T>& rhs) -> TVec3<decltype(lhs.x + rhs.x)>
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{
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return lhs -= rhs;
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return lhs.Map(std::plus<decltype(lhs.x + rhs.x)>{}, rhs);
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}
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template <typename T>
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TVec3<T> operator*(TVec3<T> lhs, const TVec3<T>& rhs)
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auto operator-(const TVec3<T>& lhs, const TVec3<T>& rhs) -> TVec3<decltype(lhs.x - rhs.x)>
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{
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return lhs *= rhs;
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return lhs.Map(std::minus<decltype(lhs.x - rhs.x)>{}, rhs);
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}
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template <typename T1, typename T2>
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auto operator*(const TVec3<T1>& lhs, const TVec3<T2>& rhs) -> TVec3<decltype(lhs.x * rhs.x)>
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{
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return lhs.Map(std::multiplies<decltype(lhs.x * rhs.x)>{}, rhs);
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}
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template <typename T>
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inline TVec3<T> operator/(TVec3<T> lhs, const TVec3<T>& rhs)
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auto operator/(const TVec3<T>& lhs, const TVec3<T>& rhs) -> TVec3<decltype(lhs.x / rhs.x)>
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{
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return lhs /= rhs;
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return lhs.Map(std::divides<decltype(lhs.x / rhs.x)>{}, rhs);
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}
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template <typename T>
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TVec3<T> operator*(TVec3<T> lhs, std::common_type_t<T> scalar)
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template <typename T1, typename T2>
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auto operator*(const TVec3<T1>& lhs, T2 scalar) -> TVec3<decltype(lhs.x * scalar)>
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{
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return lhs *= TVec3<T>{scalar, scalar, scalar};
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return lhs.Map(std::multiplies<decltype(lhs.x * scalar)>{}, scalar);
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}
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template <typename T>
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TVec3<T> operator/(TVec3<T> lhs, std::common_type_t<T> scalar)
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template <typename T1, typename T2>
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auto operator/(const TVec3<T1>& lhs, T2 scalar) -> TVec3<decltype(lhs.x / scalar)>
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{
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return lhs /= TVec3<T>{scalar, scalar, scalar};
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return lhs.Map(std::divides<decltype(lhs.x / scalar)>{}, scalar);
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}
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using Vec3 = TVec3<float>;
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@ -57,7 +57,7 @@ namespace WiimoteEmu
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void EmulateShake(PositionalState* state, ControllerEmu::Shake* const shake_group,
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float time_elapsed)
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{
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auto target_position = shake_group->GetState() * shake_group->GetIntensity() / 2;
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auto target_position = shake_group->GetState() * float(shake_group->GetIntensity() / 2);
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for (std::size_t i = 0; i != target_position.data.size(); ++i)
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{
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if (state->velocity.data[i] * std::copysign(1.f, target_position.data[i]) < 0 ||
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@ -90,7 +90,9 @@ void EmulateTilt(RotationalState* state, ControllerEmu::Tilt* const tilt_group,
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const ControlState roll = target.x * MathUtil::PI;
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const ControlState pitch = target.y * MathUtil::PI;
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// TODO: expose this setting in UI:
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// Higher values will be more responsive but will increase rate of M+ "desync".
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// I'd rather not expose this value in the UI if not needed.
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// Desync caused by tilt seems not as severe as accelerometer data can estimate pitch/yaw.
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constexpr auto MAX_ACCEL = float(MathUtil::TAU * 50);
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ApproachAngleWithAccel(state, Common::Vec3(pitch, -roll, 0), MAX_ACCEL, time_elapsed);
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@ -98,22 +100,80 @@ void EmulateTilt(RotationalState* state, ControllerEmu::Tilt* const tilt_group,
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void EmulateSwing(MotionState* state, ControllerEmu::Force* swing_group, float time_elapsed)
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{
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const auto target = swing_group->GetState();
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const auto input_state = swing_group->GetState();
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const float max_distance = swing_group->GetMaxDistance();
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const float max_angle = swing_group->GetTwistAngle();
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// Note. Y/Z swapped because X/Y axis to the swing_group is X/Z to the wiimote.
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// Note: Y/Z swapped because X/Y axis to the swing_group is X/Z to the wiimote.
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// X is negated because Wiimote X+ is to the left.
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ApproachPositionWithJerk(state, {-target.x, -target.z, target.y},
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Common::Vec3{1, 1, 1} * swing_group->GetMaxJerk(), time_elapsed);
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const auto target_position = Common::Vec3{-input_state.x, -input_state.z, input_state.y};
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// Just jump to our target angle scaled by our progress to the target position.
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// TODO: If we wanted to be less hacky we could use ApproachAngleWithAccel.
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const auto angle = state->position / swing_group->GetMaxDistance() * swing_group->GetTwistAngle();
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// Jerk is scaled based on input distance from center.
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// X and Z scale is connected for sane movement about the circle.
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const auto xz_target_dist = Common::Vec2{target_position.x, target_position.z}.Length();
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const auto y_target_dist = std::abs(target_position.y);
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const auto target_dist = Common::Vec3{xz_target_dist, y_target_dist, xz_target_dist};
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const auto speed = MathUtil::Lerp(Common::Vec3{1, 1, 1} * float(swing_group->GetReturnSpeed()),
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Common::Vec3{1, 1, 1} * float(swing_group->GetSpeed()),
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target_dist / max_distance);
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const auto old_angle = state->angle;
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state->angle = {-angle.z, 0, angle.x};
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// Convert our m/s "speed" to the jerk required to reach this speed when traveling 1 meter.
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const auto max_jerk = speed * speed * speed * 4;
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// Update velocity based on change in angle.
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state->angular_velocity = state->angle - old_angle;
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// Rotational acceleration to approximately match the completion time of our swing.
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const auto max_accel = max_angle * speed.x * speed.x;
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// Apply rotation based on amount of swing.
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const auto target_angle =
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Common::Vec3{-target_position.z, 0, target_position.x} / max_distance * max_angle;
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// Angular acceleration * 2 seems to reduce "spurious stabs" in ZSS.
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// TODO: Fix properly.
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ApproachAngleWithAccel(state, target_angle, max_accel * 2, time_elapsed);
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// Clamp X and Z rotation.
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for (const int c : {0, 2})
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{
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if (std::abs(state->angle.data[c] / max_angle) > 1 &&
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MathUtil::Sign(state->angular_velocity.data[c]) == MathUtil::Sign(state->angle.data[c]))
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{
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state->angular_velocity.data[c] = 0;
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}
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}
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// Adjust target position backwards based on swing progress and max angle
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// to simulate a swing with an outstretched arm.
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const auto backwards_angle = std::max(std::abs(state->angle.x), std::abs(state->angle.z));
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const auto backwards_movement = (1 - std::cos(backwards_angle)) * max_distance;
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// TODO: Backswing jerk should be based on x/z speed.
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ApproachPositionWithJerk(state, target_position + Common::Vec3{0, backwards_movement, 0},
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max_jerk, time_elapsed);
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// Clamp Left/Right/Up/Down movement within the configured circle.
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const auto xz_progress =
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Common::Vec2{state->position.x, state->position.z}.Length() / max_distance;
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if (xz_progress > 1)
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{
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state->position.x /= xz_progress;
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state->position.z /= xz_progress;
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state->acceleration.x = state->acceleration.z = 0;
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state->velocity.x = state->velocity.z = 0;
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}
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// Clamp Forward/Backward movement within the configured distance.
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// We allow additional backwards movement for the back swing.
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const auto y_progress = state->position.y / max_distance;
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const auto max_y_progress = 2 - std::cos(max_angle);
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if (y_progress > max_y_progress || y_progress < -1)
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{
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state->position.y =
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MathUtil::Clamp(state->position.y, -1.f * max_distance, max_y_progress * max_distance);
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state->velocity.y = 0;
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state->acceleration.y = 0;
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}
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}
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WiimoteCommon::DataReportBuilder::AccelData ConvertAccelData(const Common::Vec3& accel, u16 zero_g,
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@ -174,8 +234,10 @@ void EmulateCursor(MotionState* state, ControllerEmu::Cursor* ir_group, float ti
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state->acceleration = new_position - state->position;
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state->position = new_position;
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// TODO: expose this setting in UI:
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constexpr auto MAX_ACCEL = float(MathUtil::TAU * 100);
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// Higher values will be more responsive but increase rate of M+ "desync".
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// I'd rather not expose this value in the UI if not needed.
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// At this value, sync is very good and responsiveness still appears instant.
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constexpr auto MAX_ACCEL = float(MathUtil::TAU * 8);
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ApproachAngleWithAccel(state, target_angle, MAX_ACCEL, time_elapsed);
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}
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@ -190,10 +252,7 @@ void ApproachAngleWithAccel(RotationalState* state, const Common::Vec3& angle_ta
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const auto offset = angle_target - state->angle;
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const auto stop_offset = offset - stop_distance;
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const Common::Vec3 accel{std::copysign(max_accel, stop_offset.x),
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std::copysign(max_accel, stop_offset.y),
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std::copysign(max_accel, stop_offset.z)};
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const auto accel = MathUtil::Sign(stop_offset) * max_accel;
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state->angular_velocity += accel * time_elapsed;
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@ -202,11 +261,11 @@ void ApproachAngleWithAccel(RotationalState* state, const Common::Vec3& angle_ta
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for (std::size_t i = 0; i != offset.data.size(); ++i)
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{
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// If new velocity will overshoot assume we would have stopped right on target.
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// TODO: Improve check to see if less accel would have caused undershoot.
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if ((change_in_angle.data[i] / offset.data[i]) > 1.0)
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// If new angle will overshoot stop right on target.
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if (std::abs(offset.data[i]) < 0.0001 || (change_in_angle.data[i] / offset.data[i] > 1.0))
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{
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state->angular_velocity.data[i] = 0;
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state->angular_velocity.data[i] =
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(angle_target.data[i] - state->angle.data[i]) / time_elapsed;
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state->angle.data[i] = angle_target.data[i];
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}
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else
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@ -226,10 +285,7 @@ void ApproachPositionWithJerk(PositionalState* state, const Common::Vec3& positi
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const auto offset = position_target - state->position;
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const auto stop_offset = offset - stop_distance;
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const Common::Vec3 jerk{std::copysign(max_jerk.x, stop_offset.x),
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std::copysign(max_jerk.y, stop_offset.y),
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std::copysign(max_jerk.z, stop_offset.z)};
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const auto jerk = MathUtil::Sign(stop_offset) * max_jerk;
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state->acceleration += jerk * time_elapsed;
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@ -646,11 +646,6 @@ void MotionPlus::PrepareInput(const Common::Vec3& angular_velocity)
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roll_value = MathUtil::Clamp(roll_value + ZERO_VALUE, 0, MAX_VALUE);
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pitch_value = MathUtil::Clamp(pitch_value + ZERO_VALUE, 0, MAX_VALUE);
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// TODO: Remove before merge.
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// INFO_LOG(WIIMOTE, "M+ YAW: 0x%x slow:%d", yaw_value, mplus_data.yaw_slow);
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// INFO_LOG(WIIMOTE, "M+ ROL: 0x%x slow:%d", roll_value, mplus_data.roll_slow);
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// INFO_LOG(WIIMOTE, "M+ PIT: 0x%x slow:%d", pitch_value, mplus_data.pitch_slow);
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// Bits 0-7
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mplus_data.yaw1 = u8(yaw_value);
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mplus_data.roll1 = u8(roll_value);
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@ -688,15 +688,28 @@ void Wiimote::StepDynamics()
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Common::Vec3 Wiimote::GetAcceleration()
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{
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// TODO: Cursor movement should produce acceleration.
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// TODO: Cursor forward/backward movement should produce acceleration.
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Common::Vec3 accel =
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GetOrientation() *
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GetTransformation().Transform(
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m_swing_state.acceleration + Common::Vec3(0, 0, float(GRAVITY_ACCELERATION)), 0);
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// Our shake effects have never been affected by orientation. Should they be?
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accel += m_shake_state.acceleration;
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// Simulate centripetal acceleration caused by an offset of the accelerometer sensor.
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// Estimate of sensor position based on an image of the wii remote board:
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constexpr float ACCELEROMETER_Y_OFFSET = 0.1f;
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const auto angular_velocity = GetAngularVelocity();
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const auto centripetal_accel =
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// TODO: Is this the proper way to combine the x and z angular velocities?
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std::pow(std::abs(angular_velocity.x) + std::abs(angular_velocity.z), 2) *
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ACCELEROMETER_Y_OFFSET;
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accel.y += centripetal_accel;
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return accel;
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}
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@ -709,7 +722,7 @@ Common::Vec3 Wiimote::GetAngularVelocity()
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Common::Matrix44 Wiimote::GetTransformation() const
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{
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// Includes positional and rotational effects of:
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// IR, Swing, Tilt, Shake
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// Cursor, Swing, Tilt, Shake
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// TODO: think about and clean up matrix order, make nunchuk match.
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return Common::Matrix44::Translate(-m_shake_state.position) *
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@ -492,11 +492,19 @@ void MappingIndicator::DrawForce(ControllerEmu::Force& force)
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QRectF(-scale, raw_coord.z * scale - INPUT_DOT_RADIUS / 2, scale * 2, INPUT_DOT_RADIUS));
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// Adjusted Z:
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if (adj_coord.y)
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const auto curve_point =
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std::max(std::abs(m_motion_state.angle.x), std::abs(m_motion_state.angle.z)) / MathUtil::TAU;
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if (adj_coord.y || curve_point)
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{
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p.setBrush(GetAdjustedInputColor());
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p.drawRect(
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QRectF(-scale, adj_coord.y * -scale - INPUT_DOT_RADIUS / 2, scale * 2, INPUT_DOT_RADIUS));
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// Show off the angle somewhat with a curved line.
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QPainterPath path;
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path.moveTo(-scale, (adj_coord.y + curve_point) * -scale);
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path.quadTo({0, (adj_coord.y - curve_point) * -scale},
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{scale, (adj_coord.y + curve_point) * -scale});
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p.setBrush(Qt::NoBrush);
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p.setPen(QPen(GetAdjustedInputColor(), INPUT_DOT_RADIUS));
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p.drawPath(path);
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}
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// Draw "gate" shape.
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@ -31,16 +31,30 @@ Force::Force(const std::string& name_) : ReshapableInput(name_, name_, GroupType
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_trans("cm"),
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// i18n: Refering to emulated wii remote swing movement.
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_trans("Distance of travel from neutral position.")},
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25, 0, 100);
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50, 1, 100);
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AddSetting(&m_jerk_setting,
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// i18n: "Jerk" as it relates to physics. The time derivative of acceleration.
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{_trans("Jerk"),
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// i18n: The symbol/abbreviation for meters per second to the 3rd power.
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_trans("m/s³"),
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// These speed settings are used to calculate a maximum jerk (change in acceleration).
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// The calculation uses a travel distance of 1 meter.
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// The maximum value of 40 m/s is the approximate speed of the head of a golf club.
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// Games seem to not even properly detect motions at this speed.
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// Values result in an exponentially increasing jerk.
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AddSetting(&m_speed_setting,
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{_trans("Speed"),
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// i18n: The symbol/abbreviation for meters per second.
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_trans("m/s"),
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// i18n: Refering to emulated wii remote swing movement.
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_trans("Maximum change in acceleration.")},
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500, 1, 1000);
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_trans("Peak velocity of outward swing movements.")},
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16, 1, 40);
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// "Return Speed" allows for a "slow return" that won't trigger additional actions.
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AddSetting(&m_return_speed_setting,
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{_trans("Return Speed"),
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// i18n: The symbol/abbreviation for meters per second.
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_trans("m/s"),
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// i18n: Refering to emulated wii remote swing movement.
|
||||
_trans("Peak velocity of movements to neutral position.")},
|
||||
2, 1, 40);
|
||||
|
||||
AddSetting(&m_angle_setting,
|
||||
{_trans("Angle"),
|
||||
|
@ -48,7 +62,7 @@ Force::Force(const std::string& name_) : ReshapableInput(name_, name_, GroupType
|
|||
_trans("°"),
|
||||
// i18n: Refering to emulated wii remote swing movement.
|
||||
_trans("Rotation applied at extremities of swing.")},
|
||||
45, 0, 180);
|
||||
90, 1, 180);
|
||||
}
|
||||
|
||||
Force::ReshapeData Force::GetReshapableState(bool adjusted)
|
||||
|
@ -70,8 +84,8 @@ Force::StateData Force::GetState(bool adjusted)
|
|||
|
||||
if (adjusted)
|
||||
{
|
||||
// Apply deadzone to z.
|
||||
z = ApplyDeadzone(z, GetDeadzonePercentage());
|
||||
// Apply deadzone to z and scale.
|
||||
z = ApplyDeadzone(z, GetDeadzonePercentage()) * GetMaxDistance();
|
||||
}
|
||||
|
||||
return {float(state.x), float(state.y), float(z)};
|
||||
|
@ -83,9 +97,14 @@ ControlState Force::GetGateRadiusAtAngle(double) const
|
|||
return GetMaxDistance();
|
||||
}
|
||||
|
||||
ControlState Force::GetMaxJerk() const
|
||||
ControlState Force::GetSpeed() const
|
||||
{
|
||||
return m_jerk_setting.GetValue();
|
||||
return m_speed_setting.GetValue();
|
||||
}
|
||||
|
||||
ControlState Force::GetReturnSpeed() const
|
||||
{
|
||||
return m_return_speed_setting.GetValue();
|
||||
}
|
||||
|
||||
ControlState Force::GetTwistAngle() const
|
||||
|
|
|
@ -26,8 +26,9 @@ public:
|
|||
|
||||
StateData GetState(bool adjusted = true);
|
||||
|
||||
// Return jerk in m/s^3.
|
||||
ControlState GetMaxJerk() const;
|
||||
// Velocities returned in m/s.
|
||||
ControlState GetSpeed() const;
|
||||
ControlState GetReturnSpeed() const;
|
||||
|
||||
// Return twist angle in radians.
|
||||
ControlState GetTwistAngle() const;
|
||||
|
@ -37,7 +38,8 @@ public:
|
|||
|
||||
private:
|
||||
SettingValue<double> m_distance_setting;
|
||||
SettingValue<double> m_jerk_setting;
|
||||
SettingValue<double> m_speed_setting;
|
||||
SettingValue<double> m_return_speed_setting;
|
||||
SettingValue<double> m_angle_setting;
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in New Issue