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Remove RealMotionDevice

This commit is contained in:
german 2020-09-02 19:59:34 -05:00
parent 8e18b61972
commit 0774b17846
7 changed files with 41 additions and 35 deletions

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@ -119,25 +119,7 @@ using ButtonDevice = InputDevice<bool>;
using AnalogDevice = InputDevice<std::tuple<float, float>>;
/**
* A motion device is an input device that returns a tuple of accelerometer state vector and
* gyroscope state vector.
*
* For both vectors:
* x+ is the same direction as LEFT on D-pad.
* y+ is normal to the touch screen, pointing outward.
* z+ is the same direction as UP on D-pad.
*
* For accelerometer state vector
* Units: g (gravitational acceleration)
*
* For gyroscope state vector:
* Orientation is determined by right-hand rule.
* Units: deg/sec
*/
using MotionDevice = InputDevice<std::tuple<Common::Vec3<float>, Common::Vec3<float>>>;
/**
* A real motion device is an input device that returns a tuple of accelerometer state vector,
* A motion status is an object that returns a tuple of accelerometer state vector,
* gyroscope state vector, rotation state vector and orientation state matrix.
*
* For both vectors:
@ -160,8 +142,13 @@ using MotionDevice = InputDevice<std::tuple<Common::Vec3<float>, Common::Vec3<fl
* y vector
* z vector
*/
using RealMotionDevice = InputDevice<std::tuple<Common::Vec3<float>, Common::Vec3<float>,
Common::Vec3<float>, std::array<Common::Vec3f, 3>>>;
using MotionStatus = std::tuple<Common::Vec3<float>, Common::Vec3<float>, Common::Vec3<float>,
std::array<Common::Vec3f, 3>>;
/**
* A motion device is an input device that returns a motion status object
*/
using MotionDevice = InputDevice<MotionStatus>;
/**
* A touch device is an input device that returns a tuple of two floats and a bool. The floats are

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@ -251,7 +251,7 @@ void Controller_NPad::OnLoadInputDevices() {
sticks[i].begin(), Input::CreateDevice<Input::AnalogDevice>);
std::transform(players[i].motions.begin() + Settings::NativeMotion::MOTION_HID_BEGIN,
players[i].motions.begin() + Settings::NativeMotion::MOTION_HID_END,
motions[i].begin(), Input::CreateDevice<Input::RealMotionDevice>);
motions[i].begin(), Input::CreateDevice<Input::MotionDevice>);
}
}
@ -397,7 +397,8 @@ void Controller_NPad::OnUpdate(const Core::Timing::CoreTiming& core_timing, u8*
std::tie(motion_devices[e].accel, motion_devices[e].gyro,
motion_devices[e].rotation, motion_devices[e].orientation) =
device->GetStatus();
sixaxis_at_rest = sixaxis_at_rest && motion_devices[e].gyro.Length2() < 1.0f;
sixaxis_at_rest =
sixaxis_at_rest && motion_devices[e].gyro.Length2() < 0.00005f;
}
}
}

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@ -299,9 +299,9 @@ private:
struct MotionDevice {
Common::Vec3f accel;
Common::Vec3f gyro{};
Common::Vec3f gyro;
Common::Vec3f rotation;
std::array<Common::Vec3f, 3> orientation{};
std::array<Common::Vec3f, 3> orientation;
};
struct NPadEntry {
@ -358,8 +358,8 @@ private:
using StickArray = std::array<
std::array<std::unique_ptr<Input::AnalogDevice>, Settings::NativeAnalog::NUM_STICKS_HID>,
10>;
using MotionArray = std::array<std::array<std::unique_ptr<Input::RealMotionDevice>,
Settings::NativeMotion::NUM_MOTION_HID>,
using MotionArray = std::array<
std::array<std::unique_ptr<Input::MotionDevice>, Settings::NativeMotion::NUM_MOTION_HID>,
10>;
ButtonArray buttons;
StickArray sticks;

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@ -56,7 +56,7 @@ public:
is_tilting = false;
}
std::tuple<Common::Vec3<float>, Common::Vec3<float>> GetStatus() {
Input::MotionStatus GetStatus() {
std::lock_guard guard{status_mutex};
return status;
}
@ -76,7 +76,7 @@ private:
Common::Event shutdown_event;
std::tuple<Common::Vec3<float>, Common::Vec3<float>> status;
Input::MotionStatus status;
std::mutex status_mutex;
// Note: always keep the thread declaration at the end so that other objects are initialized
@ -113,10 +113,19 @@ private:
gravity = QuaternionRotate(inv_q, gravity);
angular_rate = QuaternionRotate(inv_q, angular_rate);
// TODO: Calculate the correct rotation vector and orientation matrix
const auto matrix4x4 = q.ToMatrix();
const auto rotation = Common::MakeVec(0.0f, 0.0f, 0.0f);
const std::array orientation{
Common::Vec3f(matrix4x4[0], matrix4x4[1], -matrix4x4[2]),
Common::Vec3f(matrix4x4[4], matrix4x4[5], -matrix4x4[6]),
Common::Vec3f(-matrix4x4[8], -matrix4x4[9], matrix4x4[10]),
};
// Update the sensor state
{
std::lock_guard guard{status_mutex};
status = std::make_tuple(gravity, angular_rate);
status = std::make_tuple(gravity, angular_rate, rotation, orientation);
}
}
}
@ -131,7 +140,7 @@ public:
device = std::make_shared<MotionEmuDevice>(update_millisecond, sensitivity);
}
std::tuple<Common::Vec3<float>, Common::Vec3<float>> GetStatus() const override {
Input::MotionStatus GetStatus() const override {
return device->GetStatus();
}

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@ -170,10 +170,18 @@ void Client::OnPadData(Response::PadData data) {
// directions correspond to the ones of the Switch
Common::Vec3f accel = Common::MakeVec<float>(data.accel.x, data.accel.y, data.accel.z);
Common::Vec3f gyro = Common::MakeVec<float>(data.gyro.pitch, data.gyro.yaw, data.gyro.roll);
// TODO: Calculate the correct rotation vector and orientation matrix
const auto rotation = Common::MakeVec(0.0f, 0.0f, 0.0f);
const std::array orientation{
Common::Vec3f(1.0f, 0.0f, 0.0f),
Common::Vec3f(0.0f, 1.0f, 0.0f),
Common::Vec3f(0.0f, 0.0f, 1.0f),
};
{
std::lock_guard guard(status->update_mutex);
status->motion_status = {accel, gyro};
status->motion_status = {accel, gyro, rotation, orientation};
// TODO: add a setting for "click" touch. Click touch refers to a device that differentiates
// between a simple "tap" and a hard press that causes the touch screen to click.

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@ -14,6 +14,7 @@
#include "common/common_types.h"
#include "common/thread.h"
#include "common/vector_math.h"
#include "core/frontend/input.h"
namespace InputCommon::CemuhookUDP {
@ -30,7 +31,7 @@ struct Version;
struct DeviceStatus {
std::mutex update_mutex;
std::tuple<Common::Vec3<float>, Common::Vec3<float>> motion_status;
Input::MotionStatus motion_status;
std::tuple<float, float, bool> touch_status;
// calibration data for scaling the device's touch area to 3ds

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@ -29,7 +29,7 @@ private:
class UDPMotionDevice final : public Input::MotionDevice {
public:
explicit UDPMotionDevice(std::shared_ptr<DeviceStatus> status_) : status(std::move(status_)) {}
std::tuple<Common::Vec3<float>, Common::Vec3<float>> GetStatus() const override {
Input::MotionStatus GetStatus() const override {
std::lock_guard guard(status->update_mutex);
return status->motion_status;
}