Emulated Wiimote: Updated the accelerometer recording to record the gravity forces in all directions instead of recording raw data, to bypass problem of different Wiimotes having different neutral values

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2316 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
John Peterson
2009-02-20 09:57:17 +00:00
parent cefa910d92
commit 489816dce7
12 changed files with 333 additions and 167 deletions

View File

@ -45,6 +45,11 @@ namespace WiiMoteEmu
{
//******************************************************************************
// Accelerometer functions
//******************************************************************************
//////////////////////////////////////////////////////////////////////////////////////////
// Test the calculations
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
@ -203,38 +208,159 @@ void PitchAccelerometerToDegree(u8 _x, u8 _y, u8 _z, int &_Roll, int &_Pitch, in
}
//******************************************************************************
// IR data functions
//******************************************************************************
//////////////////////////////////////////////////////////////////////////////////////////
// Calculate dot positions from the extented 12 byte IR data
// Calculate dot positions from the basic 10 byte IR data
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void IRData2Dots(u8 *Data)
void IRData2DotsBasic(u8 *Data)
{
struct SDot* Dot = g_Wm.IR.Dot;
//SDot Dot[4];
Dot[0].Rx = 1023 - (Data[0] | ((Data[2] & 0x30) << 4));
Dot[0].Ry = Data[1] | ((Data[2] & 0xc0) << 2);
Dot[1].Rx = 1023 - (Data[3] | ((Data[2] & 0x03) << 8));
Dot[1].Ry = Data[4] | ((Data[2] & 0x0c) << 6);
Dot[2].Rx = 1023 - (Data[5] | ((Data[7] & 0x30) << 4));
Dot[2].Ry = Data[6] | ((Data[7] & 0xc0) << 2);
Dot[3].Rx = 1023 - (Data[8] | ((Data[7] & 0x03) << 8));
Dot[3].Ry = Data[9] | ((Data[7] & 0x0c) << 6);
/* set each IR spot to visible if spot is in range */
for (int i = 0; i < 4; ++i)
{
//Console::Print("Rx: %i\n", Dot[i].Rx);
Dot[i].Rx = 1023 - (Data[3*i] | ((Data[(3*i)+2] & 0x30) << 4));
Dot[i].Ry = Data[(3*i)+1] | ((Data[(3*i)+2] & 0xc0) << 2);
Dot[i].Size = Data[(3*i)+2] & 0x0f;
/* if in range set to visible */
if (Dot[i].Ry == 1023)
Dot[i].Visible = false;
{
Dot[i].Visible = 0;
}
else
Dot[i].Visible = true;
{
Dot[i].Visible = 1;
Dot[i].Size = 0; /* since we don't know the size, set it as 0 */
}
// Write to the global IR variable
//g_Wm.IR.Dot[i] = Dot[i];
// For now we let our virtual resolution be the same as the default one
Dot[i].X = Dot[i].Rx; Dot[i].Y = Dot[i].Ry;
}
//Console::Print("Rx: %i\n", Dot[i].Rx);
// Calculate the other values
ReorderIRDots();
IRData2Distance();
}
//////////////////////////////////////////////////////////////////////////////////////////
// Calculate dot positions from the extented 12 byte IR data
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void IRData2Dots(u8 *Data)
{
struct SDot* Dot = g_Wm.IR.Dot;
for (int i = 0; i < 4; ++i)
{
//Console::Print("Rx: %i\n", Dot[i].Rx);
Dot[i].Rx = 1023 - (Data[3*i] | ((Data[(3*i)+2] & 0x30) << 4));
Dot[i].Ry = Data[(3*i)+1] | ((Data[(3*i)+2] & 0xc0) << 2);
Dot[i].Size = Data[(3*i)+2] & 0x0f;
/* if in range set to visible */
if (Dot[i].Ry == 1023)
Dot[i].Visible = false;
else
Dot[i].Visible = true;
//Console::Print("Rx: %i\n", Dot[i].Rx);
// For now we let our virtual resolution be the same as the default one
Dot[i].X = Dot[i].Rx; Dot[i].Y = Dot[i].Ry;
}
// Calculate the other values
ReorderIRDots();
IRData2Distance();
}
////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
// Reorder the IR dots according to their x-axis value
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void ReorderIRDots()
{
// Create a shortcut
struct SDot* Dot = g_Wm.IR.Dot;
// Variables
int i, j, order;
// Reset the dot ordering to zero
for (i = 0; i < 4; ++i)
Dot[i].Order = 0;
for (order = 1; order < 5; ++order)
{
i = 0;
//
for (; !Dot[i].Visible || Dot[i].Order; ++i)
if (i > 4) return;
//
for (j = 0; j < 4; ++j)
{
if (Dot[j].Visible && !Dot[j].Order && (Dot[j].X < Dot[i].X))
i = j;
}
Dot[i].Order = order;
}
}
////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
// Calculate dot positions from the extented 12 byte IR data
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void IRData2Distance()
{
// Create a shortcut
struct SDot* Dot = g_Wm.IR.Dot;
// Make these ones global
int i1, i2;
for (i1 = 0; i1 < 4; ++i1)
if (Dot[i1].Visible) break;
// Only one dot was visible, we can not calculate the distance
if (i1 == 4) { g_Wm.IR.Distance = 0; return; }
// Look at the next dot
for (i2 = i1 + 1; i2 < 4; ++i2)
if (Dot[i2].Visible) break;
// Only one dot was visible, we can not calculate the distance
if (i2 == 4) { g_Wm.IR.Distance = 0; return; }
/* For the emulated Wiimote the y distance is always zero so then the distance is the
simple distance between the x dots, i.e. the sensor bar width */
int xd = Dot[i2].X - Dot[i1].X;
int yd = Dot[i2].Y - Dot[i1].Y;
// Save the distance
g_Wm.IR.Distance = (int)sqrt((float)(xd*xd) + (float)(yd*yd));
}
////////////////////////////////
} // WiiMoteEmu