ControllerEmu: Deadzone math fix.
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@ -250,11 +250,10 @@ ReshapableInput::ReshapeData ReshapableInput::Reshape(ControlState x, ControlSta
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const ControlState gate_max_dist = GetGateRadiusAtAngle(angle);
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const ControlState input_max_dist = GetInputRadiusAtAngle(angle);
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// If input radius is zero we apply no scaling.
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// This is useful when mapping native controllers without knowing intimate radius details.
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// If input radius (from calibration) is zero apply no scaling to prevent division by zero.
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const ControlState max_dist = input_max_dist ? input_max_dist : gate_max_dist;
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ControlState dist = std::sqrt(x * x + y * y) / max_dist;
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ControlState dist = Common::DVec2{x, y}.Length() / max_dist;
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// If the modifier is pressed, scale the distance by the modifier's value.
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// This is affected by the modifier's "range" setting which defaults to 50%.
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@ -267,16 +266,15 @@ ReshapableInput::ReshapeData ReshapableInput::Reshape(ControlState x, ControlSta
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// dist *= modifier;
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}
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// Apply deadzone as a percentage of the user-defined radius/shape:
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const ControlState deadzone = GetDeadzoneRadiusAtAngle(angle);
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// Apply deadzone as a percentage of the user-defined calibration shape/size:
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const ControlState deadzone = numeric_settings[SETTING_DEADZONE]->GetValue();
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dist = std::max(0.0, dist - deadzone) / (1.0 - deadzone);
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// Scale to the gate shape/radius:
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dist = dist *= gate_max_dist;
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dist *= gate_max_dist;
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x = MathUtil::Clamp(std::cos(angle) * dist, -1.0, 1.0);
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y = MathUtil::Clamp(std::sin(angle) * dist, -1.0, 1.0);
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return {x, y};
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return {MathUtil::Clamp(std::cos(angle) * dist, -1.0, 1.0),
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MathUtil::Clamp(std::sin(angle) * dist, -1.0, 1.0)};
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}
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} // namespace ControllerEmu
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