WiimoteEmu: Reimplement tilt/swing/camera/orientation data using matrix math.

This commit is contained in:
Jordan Woyak
2019-01-29 14:39:14 -06:00
parent 902e407ae5
commit 4db4840d7c
22 changed files with 897 additions and 476 deletions

View File

@ -4,13 +4,9 @@
#include "InputCommon/ControllerEmu/ControlGroup/Tilt.h"
#include <algorithm>
#include <cmath>
#include <memory>
#include <string>
#include "Common/Common.h"
#include "Common/MathUtil.h"
#include "InputCommon/ControlReference/ControlReference.h"
#include "InputCommon/ControllerEmu/Control/Control.h"
@ -19,8 +15,7 @@
namespace ControllerEmu
{
Tilt::Tilt(const std::string& name_)
: ReshapableInput(name_, name_, GroupType::Tilt), m_last_update(Clock::now())
Tilt::Tilt(const std::string& name_) : ReshapableInput(name_, name_, GroupType::Tilt)
{
controls.emplace_back(std::make_unique<Input>(Translate, _trans("Forward")));
controls.emplace_back(std::make_unique<Input>(Translate, _trans("Backward")));
@ -43,33 +38,7 @@ Tilt::ReshapeData Tilt::GetReshapableState(bool adjusted)
const ControlState modifier = controls[4]->control_ref->State();
// Compute desired tilt:
StateData target = Reshape(x, y, modifier);
// Step the simulation. This is somewhat ugly being here.
// We should be able to GetState without changing state.
// State should be stored outside of this object inside the wiimote,
// and separately inside the UI.
// We're using system time rather than ticks to step this.
// I don't think that's too horrible as we can consider this part of user input.
// And at least the Mapping UI will behave sanely this way.
// TODO: when state is moved outside of this class have a separate Step()
// function that takes a ms_passed argument
const auto now = Clock::now();
const auto ms_since_update =
std::chrono::duration_cast<std::chrono::milliseconds>(now - m_last_update).count();
m_last_update = now;
const double max_step = MAX_DEG_PER_SEC / 180.0 * ms_since_update / 1000;
// TODO: Allow wrap around from 1.0 to -1.0
// (take the fastest route to target)
m_tilt.x += MathUtil::Clamp(target.x - m_tilt.x, -max_step, max_step);
m_tilt.y += MathUtil::Clamp(target.y - m_tilt.y, -max_step, max_step);
return m_tilt;
return Reshape(x, y, modifier);
}
Tilt::StateData Tilt::GetState()