Made Roll & Pitch independent from each other, you can set one to free swing while keeping the other in degrees.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4685 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
ayuanx 2009-12-13 01:03:36 +00:00
parent fad1fa4e3d
commit d476048359
2 changed files with 74 additions and 69 deletions

View File

@ -89,44 +89,26 @@ void AdjustAngles(int &Roll, int &Pitch)
// Angles to accelerometer values
void PitchDegreeToAccelerometer(int Roll, int Pitch, int &_x, int &_y, int &_z)
void PitchDegreeToAccelerometer(int _Roll, int _Pitch, int &_x, int &_y, int &_z)
{
// Direct mapping for swing, from analog stick to accelerometer
if (g_Config.Tilt.Range.Roll == 0 && g_Config.Tilt.Range.Pitch == 0)
{
if (!g_Config.bUpright)
{
_x -= Roll;
_z -= Pitch;
}
else // Upright wiimote
{
_x -= Roll;
_y += Pitch;
}
return;
}
// We need radiands for the math functions
float _Roll = InputCommon::Deg2Rad((float)Roll);
float _Pitch = InputCommon::Deg2Rad((float)Pitch);
// We need decimal values
float x, y, z;
float Roll = InputCommon::Deg2Rad((float)_Roll);
float Pitch = InputCommon::Deg2Rad((float)_Pitch);
// We need float values
float x = 0.0f, y = 0.0f, z = 0.0f;
// In these cases we can use the simple and accurate formula
if(g_Config.Tilt.Range.Pitch == 0)
if(g_Config.Tilt.Range.Roll && g_Config.Tilt.Range.Pitch == 0)
{
x = sin(_Roll);
y = 0.0f;
z = cos(_Roll);
x = sin(Roll);
z = cos(Roll);
}
else if (g_Config.Tilt.Range.Roll == 0)
else if (g_Config.Tilt.Range.Pitch && g_Config.Tilt.Range.Roll == 0)
{
x = 0.0f;
y = sin(_Pitch);
z = cos(_Pitch);
y = sin(Pitch);
z = cos(Pitch);
}
else
else if(g_Config.Tilt.Range.Roll && g_Config.Tilt.Range.Pitch)
{
// ====================================================
/* This seems to always produce the exact same combination of x, y, z
@ -135,17 +117,17 @@ void PitchDegreeToAccelerometer(int Roll, int Pitch, int &_x, int &_y, int &_z)
and Pitch. But if we select a Z from the smallest of the absolute
value of cos(Roll) and cos (Pitch) we get the right values. */
// ---------
if (abs(cos(_Roll)) < abs(cos(_Pitch)))
z = cos(_Roll);
if (abs(cos(Roll)) < abs(cos(Pitch)))
z = cos(Roll);
else
z = cos(_Pitch);
z = cos(Pitch);
/* I got these from reversing the calculation in
PitchAccelerometerToDegree() in a math program. */
float x_num = 2 * tanf(0.5f * _Roll) * z;
float x_den = pow2f(tanf(0.5f * _Roll)) - 1;
float x_num = 2 * tanf(0.5f * Roll) * z;
float x_den = pow2f(tanf(0.5f * Roll)) - 1;
x = - (x_num / x_den);
float y_num = 2 * tanf(0.5f * _Pitch) * z;
float y_den = pow2f(tanf(0.5f * _Pitch)) - 1;
float y_num = 2 * tanf(0.5f * Pitch) * z;
float y_den = pow2f(tanf(0.5f * Pitch)) - 1;
y = - (y_num / y_den);
}
@ -169,6 +151,19 @@ void PitchDegreeToAccelerometer(int Roll, int Pitch, int &_x, int &_y, int &_z)
if(g_Config.Tilt.Range.Pitch != 0) _z = iy;
_y = 0xFF - iz;
}
// Direct mapping for swing, from analog stick to accelerometer
if (g_Config.Tilt.Range.Roll == 0)
{
_x -= _Roll;
}
if (g_Config.Tilt.Range.Pitch == 0)
{
if (!g_Config.bUpright)
_z -= _Pitch;
else // Upright wiimote
_y += _Pitch;
}
}
// Accelerometer to roll and pitch angles

View File

@ -507,7 +507,7 @@ void TiltWiimoteGamepad(int &Roll, int &Pitch)
int &RollRange = g_Config.Tilt.Range.Roll;
int &PitchRange = g_Config.Tilt.Range.Pitch;
// The trigger currently only controls pitch
// The trigger currently only controls pitch, no roll, no free swing
if (g_Config.Tilt.Type == g_Config.Tilt.TRIGGER)
{
// Make the range the same dimension as the analog stick
@ -553,36 +553,32 @@ void TiltWiimoteGamepad(int &Roll, int &Pitch)
// Tilting Wiimote with keyboard
void TiltWiimoteKeyboard(int &Roll, int &Pitch)
{
// Direct map roll/pitch to swing
if (g_Config.Tilt.Range.Roll == 0 && g_Config.Tilt.Range.Pitch == 0)
{
if (IsKey(g_Wiimote_kbd.ROLL_L))
Roll = -0x80 / 2;
else if (IsKey(g_Wiimote_kbd.ROLL_R))
Roll = 0x80 / 2;
else
Roll = 0;
if (IsKey(g_Wiimote_kbd.PITCH_U))
Pitch = -0x80 / 2;
else if (IsKey(g_Wiimote_kbd.PITCH_D))
Pitch = 0x80 / 2;
else
Pitch = 0;
return;
}
// Otherwise do roll/pitch
// Do roll/pitch or free swing
if (IsKey(g_Wiimote_kbd.ROLL_L))
{
// Stop at the upper end of the range
if (Roll < g_Config.Tilt.Range.Roll)
Roll += 3; // aim left
if (g_Config.Tilt.Range.Roll)
{
// Stop at the upper end of the range
if (Roll < g_Config.Tilt.Range.Roll)
Roll += 3; // aim left
}
else // Free swing
{
Roll = -0x80 / 2;
}
}
else if (IsKey(g_Wiimote_kbd.ROLL_R))
{
// Stop at the lower end of the range
if (Roll > -g_Config.Tilt.Range.Roll)
Roll -= 3; // aim right
if (g_Config.Tilt.Range.Roll)
{
// Stop at the lower end of the range
if (Roll > -g_Config.Tilt.Range.Roll)
Roll -= 3; // aim right
}
else // Free swing
{
Roll = 0x80 / 2;
}
}
else
{
@ -590,15 +586,29 @@ void TiltWiimoteKeyboard(int &Roll, int &Pitch)
}
if (IsKey(g_Wiimote_kbd.PITCH_U))
{
// Stop at the upper end of the range
if (Pitch < g_Config.Tilt.Range.Pitch)
Pitch += 3; // aim up
if (g_Config.Tilt.Range.Pitch)
{
// Stop at the upper end of the range
if (Pitch < g_Config.Tilt.Range.Pitch)
Pitch += 3; // aim up
}
else // Free swing
{
Pitch = -0x80 / 2;
}
}
else if (IsKey(g_Wiimote_kbd.PITCH_D))
{
// Stop at the lower end of the range
if (Pitch > -g_Config.Tilt.Range.Pitch)
Pitch -= 3; // aim down
if (g_Config.Tilt.Range.Pitch)
{
// Stop at the lower end of the range
if (Pitch > -g_Config.Tilt.Range.Pitch)
Pitch -= 3; // aim down
}
else // Free swing
{
Pitch = 0x80 / 2;
}
}
else
{