ControllerEmu: Always convert to polar coordinates and back
Most users will have something in the radius or deadzone fields, so don't bother filtering out 'extra' work. This also lets us clean up the modifier implementation.
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@ -140,24 +140,21 @@ public:
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xx = (fabsf(xx)>deadzone) * sign(xx) * (m + deadzone/2);
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}
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if (radius != 1 || deadzone)
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{
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ControlState ang = atan2(yy, xx);
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ControlState ang_sin = sin(ang);
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ControlState ang_cos = cos(ang);
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ControlState ang = atan2(yy, xx);
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ControlState ang_sin = sin(ang);
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ControlState ang_cos = cos(ang);
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ControlState dist = sqrt(xx*xx + yy*yy);
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ControlState dist = sqrt(xx*xx + yy*yy);
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// dead zone code
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dist = std::max(0.0f, dist - deadzone);
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dist /= (1 - deadzone);
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// dead zone code
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dist = std::max(0.0f, dist - deadzone);
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dist /= (1 - deadzone);
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// radius
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dist *= radius;
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// radius
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dist *= radius;
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yy = std::max(-1.0f, std::min(1.0f, ang_sin * dist));
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xx = std::max(-1.0f, std::min(1.0f, ang_cos * dist));
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}
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yy = std::max(-1.0f, std::min(1.0f, ang_sin * dist));
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xx = std::max(-1.0f, std::min(1.0f, ang_cos * dist));
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*y = C(yy * range + base);
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*x = C(xx * range + base);
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@ -292,34 +289,31 @@ public:
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}
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// deadzone / circle stick code
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if (deadzone || circle)
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{
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// this section might be all wrong, but its working good enough, I think
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// this section might be all wrong, but its working good enough, I think
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ControlState ang = atan2(yy, xx);
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ControlState ang_sin = sin(ang);
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ControlState ang_cos = cos(ang);
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ControlState ang = atan2(yy, xx);
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ControlState ang_sin = sin(ang);
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ControlState ang_cos = cos(ang);
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// the amt a full square stick would have at current angle
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ControlState square_full = std::min(ang_sin ? 1/fabsf(ang_sin) : 2, ang_cos ? 1/fabsf(ang_cos) : 2);
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// the amt a full square stick would have at current angle
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ControlState square_full = std::min(ang_sin ? 1/fabsf(ang_sin) : 2, ang_cos ? 1/fabsf(ang_cos) : 2);
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// the amt a full stick would have that was (user setting circular) at current angle
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// I think this is more like a pointed circle rather than a rounded square like it should be
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ControlState stick_full = (square_full * (1 - circle)) + (circle);
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// the amt a full stick would have that was (user setting circular) at current angle
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// I think this is more like a pointed circle rather than a rounded square like it should be
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ControlState stick_full = (square_full * (1 - circle)) + (circle);
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ControlState dist = sqrt(xx*xx + yy*yy);
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ControlState dist = sqrt(xx*xx + yy*yy);
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// dead zone code
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dist = std::max(0.0f, dist - deadzone * stick_full);
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dist /= (1 - deadzone);
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// dead zone code
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dist = std::max(0.0f, dist - deadzone * stick_full);
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dist /= (1 - deadzone);
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// circle stick code
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ControlState amt = dist / stick_full;
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dist += (square_full - 1) * amt * circle;
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// circle stick code
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ControlState amt = dist / stick_full;
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dist += (square_full - 1) * amt * circle;
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yy = std::max(-1.0f, std::min(1.0f, ang_sin * dist));
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xx = std::max(-1.0f, std::min(1.0f, ang_cos * dist));
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}
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yy = std::max(-1.0f, std::min(1.0f, ang_sin * dist));
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xx = std::max(-1.0f, std::min(1.0f, ang_cos * dist));
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// this is kinda silly here
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// gui being open will make this happen 2x as fast, o well
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