421 lines
12 KiB
C++
421 lines
12 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <vector>
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#include <string>
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#include "Common.h" // Common
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#include "MathUtil.h"
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#include "StringUtil.h" // for ArrayToString()
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#include "IniFile.h"
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#include "pluginspecs_wiimote.h"
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#include "EmuDefinitions.h" // Local
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#include "main.h"
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#include "wiimote_hid.h"
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#include "EmuSubroutines.h"
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#include "EmuMain.h"
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#include "Encryption.h" // for extension encryption
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#include "Config.h" // for g_Config
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namespace WiiMoteEmu
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{
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//******************************************************************************
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// Accelerometer functions
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//******************************************************************************
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// Wiimote accelerometer
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/* The accelerometer x, y and z values range from 0x00 to 0xff with the default
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netural values being [y = 0x84, x = 0x84, z = 0x9f] according to a
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source. The extremes are 0x00 for (-) and 0xff for (+). It's important that
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all values are not 0x80, the mouse pointer can disappear from the screen
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permanently then, until z is adjusted back. This is because the game detects
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a steep pitch of the Wiimote then.
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Wiimote Accelerometer Axes
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+ (- -- X -- +)
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| ___
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| | |\ -
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| | + || \
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| . || \
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Y |. .|| Z
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| . || \
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| | . || \
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| |___|| +
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- ---
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*/
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// Single shake step of all three directions
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void ShakeToAccelerometer(int &_x, int &_y, int &_z, STiltData &_TiltData)
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{
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switch(_TiltData.Shake)
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{
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case 0:
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_TiltData.Shake = -1;
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break;
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case 1:
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case 3:
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_x = g_wm.cal_zero.x / 2;
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_y = g_wm.cal_zero.y / 2;
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_z = g_wm.cal_zero.z / 2;
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break;
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case 5:
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case 7:
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_x = (0xFF - g_wm.cal_zero.x ) / 2;
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_y = (0xFF - g_wm.cal_zero.y ) / 2;
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_z = (0xFF - g_wm.cal_zero.z ) / 2;
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break;
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case 2:
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_x = 0x00;
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_y = 0x00;
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_z = 0x00;
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break;
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case 6:
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_x = 0xFF;
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_y = 0xFF;
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_z = 0xFF;
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break;
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case 4:
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_x = 0x80;
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_y = 0x80;
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_z = 0x80;
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break;
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default:
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_TiltData.Shake = -1;
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break;
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}
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_TiltData.Shake++;
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if (_TiltData.Shake != 0)
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{
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DEBUG_LOG(WIIMOTE, "Shake: %i - 0x%02x, 0x%02x, 0x%02x", _TiltData.Shake, _x, _y, _z);
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}
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}
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/* Tilting by gamepad. We can guess that the game will calculate
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roll and pitch and use them as measures of the tilting. We are
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interested in this tilting range 90 to -90*/
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void TiltByGamepad(STiltData &_TiltData, int Type)
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{
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// Return if we have no pads
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if (NumGoodPads == 0) return;
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/* Adjust the pad state values, including a downscaling from the original
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0x8000 size values to 0x80. The only reason we do this is that the code
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below crrently assume that the range is 0 to 255 for all axes. If we
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lose any precision by doing this we could consider not doing this
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adjustment. And instead for example upsize the XInput trigger from 0x80
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to 0x8000. */
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int Lx = WiiMapping[g_ID].AxisState.Lx;
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int Ly = WiiMapping[g_ID].AxisState.Ly;
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int Rx = WiiMapping[g_ID].AxisState.Rx;
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int Ry = WiiMapping[g_ID].AxisState.Ry;
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int Tl = WiiMapping[g_ID].AxisState.Tl;
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int Tr = WiiMapping[g_ID].AxisState.Tr;
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// Save the Range in degrees, 45 and 90 are good values in some games
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int RollRange = WiiMapping[g_ID].Tilt.RollRange;
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int PitchRange = WiiMapping[g_ID].Tilt.PitchRange;
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// The trigger currently only controls pitch, no roll, no free swing
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if (Type == FROM_TRIGGER)
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{
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// Make the range the same dimension as the analog stick
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Tl = Tl / 2;
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Tr = Tr / 2;
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// Invert
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if (WiiMapping[g_ID].Tilt.PitchInvert) { Tl = -Tl; Tr = -Tr; }
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// The final value
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_TiltData.Pitch = (int)((float)PitchRange * ((float)(Tl - Tr) / 128.0f));
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}
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/* For the analog stick roll is by default set to the X-axis, pitch is by
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default set to the Y-axis. By changing the axis mapping and the invert
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options this can be altered in any way */
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else if (Type == FROM_ANALOG1)
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{
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// Adjust the trigger to go between negative and positive values
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Lx = Lx - 0x80;
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Ly = Ly - 0x80;
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// Invert
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if (WiiMapping[g_ID].Tilt.RollInvert) Lx = -Lx; // else Tr = -Tr;
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if (WiiMapping[g_ID].Tilt.PitchInvert) Ly = -Ly; // else Tr = -Tr;
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// Produce the final value
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_TiltData.Roll = (int)((RollRange) ? (float)RollRange * ((float)Lx / 128.0f) : Lx);
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_TiltData.Pitch = (int)((PitchRange) ? (float)PitchRange * ((float)Ly / 128.0f) : Ly);
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}
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// Otherwise we are using ANALOG2
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else
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{
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// Adjust the trigger to go between negative and positive values
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Rx = Rx - 0x80;
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Ry = Ry - 0x80;
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// Invert
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if (WiiMapping[g_ID].Tilt.RollInvert) Rx = -Rx; // else Tr = -Tr;
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if (WiiMapping[g_ID].Tilt.PitchInvert) Ry = -Ry; // else Tr = -Tr;
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// Produce the final value
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_TiltData.Roll = (int)((RollRange) ? (float)RollRange * ((float)Rx / 128.0f) : Rx);
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_TiltData.Pitch = (int)((PitchRange) ? (float)PitchRange * ((float)Ry / 128.0f) : Ry);
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}
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}
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// Tilting by keyboard
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void TiltByKeyboard(STiltData &_TiltData, int Type)
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{
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int _ROLL_LEFT_ = (Type) ? ENC_ROLL_L : EWM_ROLL_L;
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int _ROLL_RIGHT_ = (Type) ? ENC_ROLL_R : EWM_ROLL_R;
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int _PITCH_UP_ = (Type) ? ENC_PITCH_U : EWM_PITCH_U;
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int _PITCH_DOWN_ = (Type) ? ENC_PITCH_D : EWM_PITCH_D;
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// Do roll/pitch or free swing
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#if defined(HAVE_WX) && HAVE_WX
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if (IsKey(_ROLL_LEFT_))
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{
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if (WiiMapping[g_ID].Tilt.RollRange)
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{
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// Stop at the lower end of the range
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if (_TiltData.Roll > -WiiMapping[g_ID].Tilt.RollRange)
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_TiltData.Roll -= 3; // aim left
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}
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else // Free swing
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{
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_TiltData.Roll = -0x80 / 2;
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}
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}
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else if (IsKey(_ROLL_RIGHT_))
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{
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if (WiiMapping[g_ID].Tilt.RollRange)
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{
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// Stop at the upper end of the range
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if (_TiltData.Roll < WiiMapping[g_ID].Tilt.RollRange)
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_TiltData.Roll += 3; // aim right
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}
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else // Free swing
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{
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_TiltData.Roll = 0x80 / 2;
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}
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}
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else
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{
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_TiltData.Roll = 0;
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}
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if (IsKey(_PITCH_UP_))
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{
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if (WiiMapping[g_ID].Tilt.PitchRange)
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{
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// Stop at the lower end of the range
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if (_TiltData.Pitch > -WiiMapping[g_ID].Tilt.PitchRange)
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_TiltData.Pitch -= 3; // aim down
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}
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else // Free swing
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{
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_TiltData.Pitch = -0x80 / 2;
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}
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}
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else if (IsKey(_PITCH_DOWN_))
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{
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if (WiiMapping[g_ID].Tilt.PitchRange)
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{
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// Stop at the upper end of the range
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if (_TiltData.Pitch < WiiMapping[g_ID].Tilt.PitchRange)
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_TiltData.Pitch += 3; // aim up
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}
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else // Free swing
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{
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_TiltData.Pitch = 0x80 / 2;
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}
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}
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else
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{
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_TiltData.Pitch = 0;
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}
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#endif
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}
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// Tilting Wiimote (Wario Land aiming, Mario Kart steering and other things)
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void TiltWiimote(int &_x, int &_y, int &_z)
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{
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// Select input method and return the x, y, x values
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if (WiiMapping[g_ID].Tilt.InputWM == FROM_KEYBOARD)
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TiltByKeyboard(WiiMapping[g_ID].Motion.TiltWM, 0);
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else
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TiltByGamepad(WiiMapping[g_ID].Motion.TiltWM, WiiMapping[g_ID].Tilt.InputWM);
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// Adjust angles, it's only needed if both roll and pitch is used together
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if (WiiMapping[g_ID].Tilt.RollRange && WiiMapping[g_ID].Tilt.PitchRange)
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AdjustAngles(WiiMapping[g_ID].Motion.TiltWM.Roll, WiiMapping[g_ID].Motion.TiltWM.Pitch);
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// Calculate the accelerometer value from this tilt angle
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TiltToAccelerometer(_x, _y, _z,WiiMapping[g_ID].Motion.TiltWM);
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//DEBUG_LOG(WIIMOTE, "Roll:%i, Pitch:%i, _x:%u, _y:%u, _z:%u", g_Wiimote_kbd.TiltData.Roll, g_Wiimote_kbd.TiltData.Pitch, _x, _y, _z);
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}
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// Tilting Nunchuck (Mad World, Dead Space and other things)
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void TiltNunchuck(int &_x, int &_y, int &_z)
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{
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// Select input method and return the x, y, x values
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if (WiiMapping[g_ID].Tilt.InputNC == FROM_KEYBOARD)
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TiltByKeyboard(WiiMapping[g_ID].Motion.TiltNC, 1);
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else
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TiltByGamepad(WiiMapping[g_ID].Motion.TiltNC, WiiMapping[g_ID].Tilt.InputNC);
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// Adjust angles, it's only needed if both roll and pitch is used together
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if (WiiMapping[g_ID].Tilt.RollRange && WiiMapping[g_ID].Tilt.PitchRange)
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AdjustAngles(WiiMapping[g_ID].Motion.TiltNC.Roll, WiiMapping[g_ID].Motion.TiltNC.Pitch);
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// Calculate the accelerometer value from this tilt angle
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TiltToAccelerometer(_x, _y, _z, WiiMapping[g_ID].Motion.TiltNC);
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//DEBUG_LOG(WIIMOTE, "Roll:%i, Pitch:%i, _x:%u, _y:%u, _z:%u", g_NunchuckExt.TiltData.Roll, g_NunchuckExt.TiltData.Pitch, _x, _y, _z);
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}
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/* Angles adjustment for the upside down state when both roll and pitch is
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used. When the absolute values of the angles go over 90 the Wiimote is
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upside down and these adjustments are needed. */
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void AdjustAngles(int &Roll, int &Pitch)
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{
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int OldPitch = Pitch;
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if (abs(Roll) > 90)
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{
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if (Pitch >= 0)
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Pitch = 180 - Pitch; // 15 to 165
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else
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Pitch = -180 - Pitch; // -15 to -165
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}
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if (abs(OldPitch) > 90)
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{
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if (Roll >= 0)
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Roll = 180 - Roll; // 15 to 165
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else
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Roll = -180 - Roll; // -15 to -165
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}
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}
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// Angles to accelerometer values
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void TiltToAccelerometer(int &_x, int &_y, int &_z, STiltData &_TiltData)
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{
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if (_TiltData.Roll == 0 && _TiltData.Pitch == 0)
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return;
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// We need radiands for the math functions
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float Roll = InputCommon::Deg2Rad((float)_TiltData.Roll);
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float Pitch = InputCommon::Deg2Rad((float)_TiltData.Pitch);
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// We need float values
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float x = 0.0f, y = 0.0f, z = 1.0f; // Gravity
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// In these cases we can use the simple and accurate formula
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if(WiiMapping[g_ID].Tilt.RollRange && !WiiMapping[g_ID].Tilt.PitchRange)
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{
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x = sin(Roll);
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z = cos(Roll);
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}
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else if (WiiMapping[g_ID].Tilt.PitchRange && !WiiMapping[g_ID].Tilt.RollRange)
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{
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y = sin(Pitch);
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z = cos(Pitch);
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}
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else if(WiiMapping[g_ID].Tilt.RollRange && WiiMapping[g_ID].Tilt.PitchRange)
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{
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// ====================================================
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/* This seems to always produce the exact same combination of x, y, z
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and Roll and Pitch that the real Wiimote produce. There is an
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unlimited amount of x, y, z combinations for any combination of Roll
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and Pitch. But if we select a Z from the smallest of the absolute
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value of cos(Roll) and cos (Pitch) we get the right values. */
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// ---------
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if (abs(cos(Roll)) < abs(cos(Pitch)))
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z = cos(Roll);
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else
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z = cos(Pitch);
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/* I got these from reversing the calculation in
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PitchAccelerometerToDegree() in a math program. */
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float x_num = 2 * tanf(0.5f * Roll) * z;
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float x_den = pow2f(tanf(0.5f * Roll)) - 1;
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x = - (x_num / x_den);
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float y_num = 2 * tanf(0.5f * Pitch) * z;
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float y_den = pow2f(tanf(0.5f * Pitch)) - 1;
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y = - (y_num / y_den);
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}
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// Multiply with neutral value and its g
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float xg = g_wm.cal_g.x;
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float yg = g_wm.cal_g.y;
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float zg = g_wm.cal_g.z;
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int ix = g_wm.cal_zero.x + (int)(xg * x);
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int iy = g_wm.cal_zero.y + (int)(yg * y);
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int iz = g_wm.cal_zero.z + (int)(zg * z);
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if (!WiiMapping[g_ID].bUpright)
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{
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if(WiiMapping[g_ID].Tilt.RollRange) _x = ix;
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if(WiiMapping[g_ID].Tilt.PitchRange) _y = iy;
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_z = iz;
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}
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else // Upright wiimote
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{
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if(WiiMapping[g_ID].Tilt.RollRange) _x = ix;
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if(WiiMapping[g_ID].Tilt.PitchRange) _z = iy;
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_y = 0xFF - iz;
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}
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// Direct mapping for swing, from analog stick to accelerometer
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if (!WiiMapping[g_ID].Tilt.RollRange)
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{
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_x -= _TiltData.Roll;
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}
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if (!WiiMapping[g_ID].Tilt.PitchRange)
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{
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if (!WiiMapping[g_ID].bUpright)
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_z -= _TiltData.Pitch;
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else // Upright wiimote
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_y += _TiltData.Pitch;
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}
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}
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// Rotate IR dot when rolling Wiimote
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void RotateIRDot(int &_x, int &_y, STiltData &_TiltData)
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{
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if (!WiiMapping[g_ID].Tilt.RollRange || !_TiltData.Roll)
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return;
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// The IR camera resolution is 1023x767
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float dot_x = _x - 1023.0f / 2;
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float dot_y = _y - 767.0f / 2;
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float radius = sqrt(pow(dot_x, 2) + pow(dot_y, 2));
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float radian = atan2(dot_y, dot_x);
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_x = (int)(radius * cos(radian + InputCommon::Deg2Rad((float)_TiltData.Roll)) + 1023.0f / 2);
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_y = (int)(radius * sin(radian + InputCommon::Deg2Rad((float)_TiltData.Roll)) + 767.0f / 2);
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// Out of sight check
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if (_x < 0 || _x > 1023) _x = 0xFFFF;
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if (_y < 0 || _y > 767) _y = 0xFFFF;
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}
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} // WiiMoteEmu
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