383 lines
11 KiB
C++
383 lines
11 KiB
C++
// Copyright (C) 2003-2008 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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//////////////////////////////////////////////////////////////////////////////////////////
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// Includes
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯
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#include <vector>
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#include <string>
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#include "../../../Core/InputCommon/Src/SDL.h" // Core
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#include "../../../Core/InputCommon/Src/XInput.h"
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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 "Logging.h" // for startConsoleWin, Console::Print, GetConsoleHwnd
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#include "Config.h" // for g_Config
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////////////////////////////////////
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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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//////////////////////////////////////////////////////////////////////////////////////////
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// Test the calculations
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯
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void TiltTest(u8 x, u8 y, u8 z)
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{
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int Roll, Pitch, RollAdj, PitchAdj;
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PitchAccelerometerToDegree(x, y, z, Roll, Pitch, RollAdj, PitchAdj);
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std::string From = StringFromFormat("From: X:%i Y:%i Z:%i Roll:%s Pitch:%s", x, y, z,
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(Roll >= 0) ? StringFromFormat(" %03i", Roll).c_str() : StringFromFormat("%04i", Roll).c_str(),
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(Pitch >= 0) ? StringFromFormat(" %03i", Pitch).c_str() : StringFromFormat("%04i", Pitch).c_str());
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float _Roll = (float)Roll, _Pitch = (float)Pitch;
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PitchDegreeToAccelerometer(_Roll, _Pitch, x, y, z);
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std::string To = StringFromFormat("%s\nTo: X:%i Y:%i Z:%i Roll:%s Pitch:%s", From.c_str(), x, y, z,
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(_Roll >= 0) ? StringFromFormat(" %03i", (int)_Roll).c_str() : StringFromFormat("%04i", (int)_Roll).c_str(),
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(_Pitch >= 0) ? StringFromFormat(" %03i", (int)_Pitch).c_str() : StringFromFormat("%04i", (int)_Pitch).c_str());
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INFO_LOG(CONSOLE, "%s\n", To.c_str());
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}
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////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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/* Angles adjustment for the upside down state when both roll and pitch is used. When the absolute values
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of the angles go over 90° the Wiimote is upside down and these adjustments are needed. */
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯
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void AdjustAngles(float &Roll, float &Pitch)
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{
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float 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 if (Pitch < 0)
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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 if (Roll < 0)
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Roll = -180 - Roll; // -15 to -165
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}
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}
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////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// Angles to accelerometer values
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯
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void PitchDegreeToAccelerometer(float _Roll, float _Pitch, u8 &_x, u8 &_y, u8 &_z)
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{
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// We need radiands for the math functions
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_Roll = InputCommon::Deg2Rad(_Roll);
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_Pitch = InputCommon::Deg2Rad(_Pitch);
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// We need decimal values
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float x = (float)_x, y = (float)_y, z = (float)_z;
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// In these cases we can use the simple and accurate formula
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if(g_Config.Trigger.Range.Pitch == 0)
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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 (g_Config.Trigger.Range.Roll == 0)
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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
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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 and Roll and Pitch that the
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real Wiimote produce. There is an unlimited amount of x, y, z combinations for any combination of
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Roll and Pitch. But if we select a Z from the smallest of the absolute value of cos(Roll) and
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cos (Pitch) we get the right values. */
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// ---------
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if (abs(cos(_Roll)) < abs(cos(_Pitch))) z = cos(_Roll); else z = cos(_Pitch);
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/* I got these from reversing the calculation in PitchAccelerometerToDegree() in a math program
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I don't know if we can derive these from some kind of matrix or something */
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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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}
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// Multiply with the neutral of z 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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float x_zero = g_wm.cal_zero.x;
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float y_zero = g_wm.cal_zero.y;
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float z_zero = g_wm.cal_zero.z;
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int ix = (int) (x_zero + xg * x);
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int iy = (int) (y_zero + yg * y);
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int iz = (int) (z_zero + zg * z);
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// Boundaries
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if (ix < 0) ix = 0; if (ix > 255) ix = 255;
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if (iy < 0) iy = 0; if (iy > 255) iy = 255;
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if (iz < 0) iz = 0; if (iz > 255) iz = 255;
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if(g_Config.Trigger.Range.Roll != 0) _x = ix;
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if(g_Config.Trigger.Range.Pitch != 0) _y = iy;
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_z = iz;
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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// Accelerometer to roll and pitch angles
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯
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float AccelerometerToG(float Current, float Neutral, float G)
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{
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float _G = (Current - Neutral) / G;
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return _G;
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}
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void PitchAccelerometerToDegree(u8 _x, u8 _y, u8 _z, int &_Roll, int &_Pitch, int &_RollAdj, int &_PitchAdj)
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{
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// Definitions
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float Roll = 0, Pitch = 0;
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// Calculate how many g we are from the neutral
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float x = AccelerometerToG((float)_x, (float)g_wm.cal_zero.x, (float)g_wm.cal_g.x);
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float y = AccelerometerToG((float)_y, (float)g_wm.cal_zero.y, (float)g_wm.cal_g.y);
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float z = AccelerometerToG((float)_z, (float)g_wm.cal_zero.z, (float)g_wm.cal_g.z);
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// If it is over 1g then it is probably accelerating and may not reliable
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//if (abs(accel->x - ac->cal_zero.x) <= ac->cal_g.x)
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{
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// Calculate the degree
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Roll = InputCommon::Rad2Deg(atan2(x, z));
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}
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//if (abs(_y - g_wm.cal_zero.y) <= g_wm.cal_g.y)
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{
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// Calculate the degree
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Pitch = InputCommon::Rad2Deg(atan2(y, z));
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}
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_Roll = (int)Roll;
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_Pitch = (int)Pitch;
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/* Don't allow forces bigger than 1g */
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if (x < -1.0) x = -1.0; else if (x > 1.0) x = 1.0;
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if (y < -1.0) y = -1.0; else if (y > 1.0) y = 1.0;
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if (z < -1.0) z = -1.0; else if (z > 1.0) z = 1.0;
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Roll = InputCommon::Rad2Deg(atan2(x, z));
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Pitch = InputCommon::Rad2Deg(atan2(y, z));
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_RollAdj = (int)Roll;
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_PitchAdj = (int)Pitch;
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}
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//******************************************************************************
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// IR data functions
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//******************************************************************************
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//////////////////////////////////////////////////////////////////////////////////////////
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// Calculate dot positions from the basic 10 byte IR data
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯
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void IRData2DotsBasic(u8 *Data)
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{
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struct SDot* Dot = g_Wm.IR.Dot;
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Dot[0].Rx = 1023 - (Data[0] | ((Data[2] & 0x30) << 4));
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Dot[0].Ry = Data[1] | ((Data[2] & 0xc0) << 2);
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Dot[1].Rx = 1023 - (Data[3] | ((Data[2] & 0x03) << 8));
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Dot[1].Ry = Data[4] | ((Data[2] & 0x0c) << 6);
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Dot[2].Rx = 1023 - (Data[5] | ((Data[7] & 0x30) << 4));
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Dot[2].Ry = Data[6] | ((Data[7] & 0xc0) << 2);
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Dot[3].Rx = 1023 - (Data[8] | ((Data[7] & 0x03) << 8));
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Dot[3].Ry = Data[9] | ((Data[7] & 0x0c) << 6);
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/* set each IR spot to visible if spot is in range */
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for (int i = 0; i < 4; ++i)
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{
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if (Dot[i].Ry == 1023)
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{
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Dot[i].Visible = 0;
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}
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else
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{
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Dot[i].Visible = 1;
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Dot[i].Size = 0; /* since we don't know the size, set it as 0 */
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}
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// For now we let our virtual resolution be the same as the default one
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Dot[i].X = Dot[i].Rx; Dot[i].Y = Dot[i].Ry;
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}
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// Calculate the other values
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ReorderIRDots();
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IRData2Distance();
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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// Calculate dot positions from the extented 12 byte IR data
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯
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void IRData2Dots(u8 *Data)
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{
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struct SDot* Dot = g_Wm.IR.Dot;
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for (int i = 0; i < 4; ++i)
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{
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//Console::Print("Rx: %i\n", Dot[i].Rx);
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Dot[i].Rx = 1023 - (Data[3*i] | ((Data[(3*i)+2] & 0x30) << 4));
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Dot[i].Ry = Data[(3*i)+1] | ((Data[(3*i)+2] & 0xc0) << 2);
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Dot[i].Size = Data[(3*i)+2] & 0x0f;
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/* if in range set to visible */
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if (Dot[i].Ry == 1023)
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Dot[i].Visible = false;
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else
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Dot[i].Visible = true;
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//Console::Print("Rx: %i\n", Dot[i].Rx);
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// For now we let our virtual resolution be the same as the default one
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Dot[i].X = Dot[i].Rx; Dot[i].Y = Dot[i].Ry;
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}
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// Calculate the other values
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ReorderIRDots();
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IRData2Distance();
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}
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////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// Reorder the IR dots according to their x-axis value
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯
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void ReorderIRDots()
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{
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// Create a shortcut
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struct SDot* Dot = g_Wm.IR.Dot;
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// Variables
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int i, j, order;
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// Reset the dot ordering to zero
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for (i = 0; i < 4; ++i)
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Dot[i].Order = 0;
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for (order = 1; order < 5; ++order)
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{
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i = 0;
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//
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for (; !Dot[i].Visible || Dot[i].Order; ++i)
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if (i > 4) return;
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//
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for (j = 0; j < 4; ++j)
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{
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if (Dot[j].Visible && !Dot[j].Order && (Dot[j].X < Dot[i].X))
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i = j;
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}
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Dot[i].Order = order;
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}
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}
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////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// Calculate dot positions from the extented 12 byte IR data
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯
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void IRData2Distance()
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{
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// Create a shortcut
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struct SDot* Dot = g_Wm.IR.Dot;
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// Make these ones global
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int i1, i2;
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for (i1 = 0; i1 < 4; ++i1)
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if (Dot[i1].Visible) break;
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// Only one dot was visible, we can not calculate the distance
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if (i1 == 4) { g_Wm.IR.Distance = 0; return; }
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// Look at the next dot
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for (i2 = i1 + 1; i2 < 4; ++i2)
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if (Dot[i2].Visible) break;
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// Only one dot was visible, we can not calculate the distance
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if (i2 == 4) { g_Wm.IR.Distance = 0; return; }
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/* For the emulated Wiimote the y distance is always zero so then the distance is the
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simple distance between the x dots, i.e. the sensor bar width */
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int xd = Dot[i2].X - Dot[i1].X;
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int yd = Dot[i2].Y - Dot[i1].Y;
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// Save the distance
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g_Wm.IR.Distance = (int)sqrt((float)(xd*xd) + (float)(yd*yd));
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}
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////////////////////////////////
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//******************************************************************************
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// Classic Controller functions
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//******************************************************************************
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std::string CCData2Values(u8 *Data)
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{
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return StringFromFormat(
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"Tl:%03i Tr:%03i Lx:%03i Ly:%03i Rx:%03i Ry:%03i",
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(((Data[2] & 0x60) >> 2) | ((Data[3] & 0xe0) >> 5)),
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(Data[3] & 0x1f),
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(Data[0] & 0x3f),
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(Data[1] & 0x3f),
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((Data[0] & 0xc0) >> 3) | ((Data[1] & 0xc0) >> 5) | ((Data[2] & 0x80) >> 7),
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(Data[2] & 0x1f));
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}
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} // WiiMoteEmu
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