WiimoteEmu: Rename some variables from "cursor" to "point".
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bd067875e7
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d6dfb3a553
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@ -216,7 +216,7 @@ WiimoteCommon::AccelData ConvertAccelData(const Common::Vec3& accel, u16 zero_g,
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u16(std::clamp(std::lround(scaled_accel.z + zero_g), 0l, MAX_VALUE))});
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u16(std::clamp(std::lround(scaled_accel.z + zero_g), 0l, MAX_VALUE))});
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}
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}
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void EmulateCursor(MotionState* state, ControllerEmu::Cursor* ir_group, float time_elapsed)
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void EmulatePoint(MotionState* state, ControllerEmu::Cursor* ir_group, float time_elapsed)
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{
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{
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const auto cursor = ir_group->GetState(true);
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const auto cursor = ir_group->GetState(true);
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@ -83,7 +83,7 @@ void ApproachAngleWithAccel(RotationalState* state, const Common::Vec3& target,
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void EmulateShake(PositionalState* state, ControllerEmu::Shake* shake_group, float time_elapsed);
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void EmulateShake(PositionalState* state, ControllerEmu::Shake* shake_group, float time_elapsed);
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void EmulateTilt(RotationalState* state, ControllerEmu::Tilt* tilt_group, float time_elapsed);
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void EmulateTilt(RotationalState* state, ControllerEmu::Tilt* tilt_group, float time_elapsed);
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void EmulateSwing(MotionState* state, ControllerEmu::Force* swing_group, float time_elapsed);
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void EmulateSwing(MotionState* state, ControllerEmu::Force* swing_group, float time_elapsed);
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void EmulateCursor(MotionState* state, ControllerEmu::Cursor* ir_group, float time_elapsed);
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void EmulatePoint(MotionState* state, ControllerEmu::Cursor* ir_group, float time_elapsed);
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void EmulateIMUCursor(IMUCursorState* state, ControllerEmu::IMUCursor* imu_ir_group,
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void EmulateIMUCursor(IMUCursorState* state, ControllerEmu::IMUCursor* imu_ir_group,
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ControllerEmu::IMUAccelerometer* imu_accelerometer_group,
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ControllerEmu::IMUAccelerometer* imu_accelerometer_group,
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ControllerEmu::IMUGyroscope* imu_gyroscope_group, float time_elapsed);
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ControllerEmu::IMUGyroscope* imu_gyroscope_group, float time_elapsed);
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@ -588,7 +588,7 @@ void Wiimote::DoState(PointerWrap& p)
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// Dynamics
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// Dynamics
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p.Do(m_swing_state);
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p.Do(m_swing_state);
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p.Do(m_tilt_state);
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p.Do(m_tilt_state);
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p.Do(m_cursor_state);
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p.Do(m_point_state);
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p.Do(m_shake_state);
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p.Do(m_shake_state);
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// We'll consider the IMU state part of the user's physical controller state and not sync it.
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// We'll consider the IMU state part of the user's physical controller state and not sync it.
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@ -189,7 +189,7 @@ void Wiimote::Reset()
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// Dynamics:
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// Dynamics:
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m_swing_state = {};
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m_swing_state = {};
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m_tilt_state = {};
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m_tilt_state = {};
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m_cursor_state = {};
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m_point_state = {};
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m_shake_state = {};
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m_shake_state = {};
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m_imu_cursor_state = {};
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m_imu_cursor_state = {};
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@ -793,7 +793,7 @@ void Wiimote::StepDynamics()
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{
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{
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EmulateSwing(&m_swing_state, m_swing, 1.f / ::Wiimote::UPDATE_FREQ);
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EmulateSwing(&m_swing_state, m_swing, 1.f / ::Wiimote::UPDATE_FREQ);
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EmulateTilt(&m_tilt_state, m_tilt, 1.f / ::Wiimote::UPDATE_FREQ);
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EmulateTilt(&m_tilt_state, m_tilt, 1.f / ::Wiimote::UPDATE_FREQ);
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EmulateCursor(&m_cursor_state, m_ir, 1.f / ::Wiimote::UPDATE_FREQ);
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EmulatePoint(&m_point_state, m_ir, 1.f / ::Wiimote::UPDATE_FREQ);
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EmulateShake(&m_shake_state, m_shake, 1.f / ::Wiimote::UPDATE_FREQ);
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EmulateShake(&m_shake_state, m_shake, 1.f / ::Wiimote::UPDATE_FREQ);
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EmulateIMUCursor(&m_imu_cursor_state, m_imu_ir, m_imu_accelerometer, m_imu_gyroscope,
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EmulateIMUCursor(&m_imu_cursor_state, m_imu_ir, m_imu_accelerometer, m_imu_gyroscope,
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1.f / ::Wiimote::UPDATE_FREQ);
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1.f / ::Wiimote::UPDATE_FREQ);
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@ -813,7 +813,7 @@ Common::Vec3 Wiimote::GetAcceleration(Common::Vec3 extra_acceleration)
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Common::Vec3 Wiimote::GetAngularVelocity(Common::Vec3 extra_angular_velocity)
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Common::Vec3 Wiimote::GetAngularVelocity(Common::Vec3 extra_angular_velocity)
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{
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{
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return GetOrientation() * (m_tilt_state.angular_velocity + m_swing_state.angular_velocity +
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return GetOrientation() * (m_tilt_state.angular_velocity + m_swing_state.angular_velocity +
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m_cursor_state.angular_velocity + extra_angular_velocity);
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m_point_state.angular_velocity + extra_angular_velocity);
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}
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}
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Common::Matrix44 Wiimote::GetTransformation(const Common::Matrix33& extra_rotation) const
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Common::Matrix44 Wiimote::GetTransformation(const Common::Matrix33& extra_rotation) const
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@ -824,9 +824,9 @@ Common::Matrix44 Wiimote::GetTransformation(const Common::Matrix33& extra_rotati
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// TODO: Think about and clean up matrix order + make nunchuk match.
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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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return Common::Matrix44::Translate(-m_shake_state.position) *
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Common::Matrix44::FromMatrix33(extra_rotation * GetRotationalMatrix(-m_tilt_state.angle) *
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Common::Matrix44::FromMatrix33(extra_rotation * GetRotationalMatrix(-m_tilt_state.angle) *
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GetRotationalMatrix(-m_cursor_state.angle) *
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GetRotationalMatrix(-m_point_state.angle) *
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GetRotationalMatrix(-m_swing_state.angle)) *
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GetRotationalMatrix(-m_swing_state.angle)) *
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Common::Matrix44::Translate(-m_swing_state.position - m_cursor_state.position);
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Common::Matrix44::Translate(-m_swing_state.position - m_point_state.position);
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}
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}
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Common::Matrix33 Wiimote::GetOrientation() const
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Common::Matrix33 Wiimote::GetOrientation() const
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@ -296,7 +296,7 @@ private:
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// Dynamics:
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// Dynamics:
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MotionState m_swing_state;
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MotionState m_swing_state;
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RotationalState m_tilt_state;
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RotationalState m_tilt_state;
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MotionState m_cursor_state;
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MotionState m_point_state;
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PositionalState m_shake_state;
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PositionalState m_shake_state;
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IMUCursorState m_imu_cursor_state;
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IMUCursorState m_imu_cursor_state;
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