Now Dolphin officially supports Multi-WiiMote (up to 4)

* You can connect/disconnect one or more WiiMote from Menu->Tools any time (must pause game first)

* Up to 4 Emulated Wiimotes can work together at the same timer

(PS: "Wiimote_Real" needs to be rewritten to support Multi-WiiMote, and it could be broken already now)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4736 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
ayuanx
2009-12-27 19:31:02 +00:00
parent 4483f2c7b5
commit d62d6b0c33
36 changed files with 2046 additions and 2749 deletions

View File

@ -39,30 +39,256 @@
namespace WiiMoteEmu
{
//******************************************************************************
// Accelerometer functions
//******************************************************************************
/*
// Test the calculations
void TiltTest(u8 x, u8 y, u8 z)
{
int Roll, Pitch, RollAdj, PitchAdj;
PitchAccelerometerToDegree(x, y, z, Roll, Pitch, RollAdj, PitchAdj);
std::string From = StringFromFormat("From: X:%i Y:%i Z:%i Roll:%s Pitch:%s", x, y, z,
(Roll >= 0) ? StringFromFormat(" %03i", Roll).c_str() : StringFromFormat("%04i", Roll).c_str(),
(Pitch >= 0) ? StringFromFormat(" %03i", Pitch).c_str() : StringFromFormat("%04i", Pitch).c_str());
// Wiimote accelerometer
/* The accelerometer x, y and z values range from 0x00 to 0xff with the default
netural values being [y = 0x84, x = 0x84, z = 0x9f] according to a
source. The extremes are 0x00 for (-) and 0xff for (+). It's important that
all values are not 0x80, the mouse pointer can disappear from the screen
permanently then, until z is adjusted back. This is because the game detects
a steep pitch of the Wiimote then.
Wiimote Accelerometer Axes
+ (- -- X -- +)
| ___
| | |\ -
| | + || \
| . || \
Y |. .|| Z
| . || \
| | . || \
| |___|| +
- ---
float _Roll = (float)Roll, _Pitch = (float)Pitch;
PitchDegreeToAccelerometer(_Roll, _Pitch, x, y, z);
std::string To = StringFromFormat("%s\nTo: X:%i Y:%i Z:%i Roll:%s Pitch:%s", From.c_str(), x, y, z,
(_Roll >= 0) ? StringFromFormat(" %03i", (int)_Roll).c_str() : StringFromFormat("%04i", (int)_Roll).c_str(),
(_Pitch >= 0) ? StringFromFormat(" %03i", (int)_Pitch).c_str() : StringFromFormat("%04i", (int)_Pitch).c_str());
NOTICE_LOG(CONSOLE, "\n%s", To.c_str());
}
*/
// Single shake step of all three directions
void ShakeToAccelerometer(int &_x, int &_y, int &_z, STiltData &_TiltData)
{
switch(_TiltData.Shake)
{
case 0:
_TiltData.Shake = -1;
break;
case 1:
case 3:
_x = g_wm.cal_zero.x / 2;
_y = g_wm.cal_zero.y / 2;
_z = g_wm.cal_zero.z / 2;
break;
case 5:
case 7:
_x = (0xFF - g_wm.cal_zero.x ) / 2;
_y = (0xFF - g_wm.cal_zero.y ) / 2;
_z = (0xFF - g_wm.cal_zero.z ) / 2;
break;
case 2:
_x = 0x00;
_y = 0x00;
_z = 0x00;
break;
case 6:
_x = 0xFF;
_y = 0xFF;
_z = 0xFF;
break;
case 4:
_x = 0x80;
_y = 0x80;
_z = 0x80;
break;
default:
_TiltData.Shake = -1;
break;
}
_TiltData.Shake++;
if (_TiltData.Shake != 0)
{
DEBUG_LOG(WIIMOTE, "Shake: %i - 0x%02x, 0x%02x, 0x%02x", _TiltData.Shake, _x, _y, _z);
}
}
/* Tilting by gamepad. We can guess that the game will calculate
roll and pitch and use them as measures of the tilting. We are
interested in this tilting range 90 to -90*/
void TiltByGamepad(STiltData &_TiltData, int Type)
{
// Return if we have no pads
if (NumGoodPads == 0) return;
/* Adjust the pad state values, including a downscaling from the original
0x8000 size values to 0x80. The only reason we do this is that the code
below crrently assume that the range is 0 to 255 for all axes. If we
lose any precision by doing this we could consider not doing this
adjustment. And instead for example upsize the XInput trigger from 0x80
to 0x8000. */
int Lx = WiiMapping[g_ID].AxisState.Lx;
int Ly = WiiMapping[g_ID].AxisState.Ly;
int Rx = WiiMapping[g_ID].AxisState.Rx;
int Ry = WiiMapping[g_ID].AxisState.Ry;
int Tl = WiiMapping[g_ID].AxisState.Tl;
int Tr = WiiMapping[g_ID].AxisState.Tr;
// Save the Range in degrees, 45 and 90 are good values in some games
int RollRange = WiiMapping[g_ID].Tilt.RollRange;
int PitchRange = WiiMapping[g_ID].Tilt.PitchRange;
// The trigger currently only controls pitch, no roll, no free swing
if (Type == FROM_TRIGGER)
{
// Make the range the same dimension as the analog stick
Tl = Tl / 2;
Tr = Tr / 2;
// Invert
if (WiiMapping[g_ID].Tilt.PitchInvert) { Tl = -Tl; Tr = -Tr; }
// The final value
_TiltData.Pitch = (int)((float)PitchRange * ((float)(Tl - Tr) / 128.0f));
}
/* For the analog stick roll is by default set to the X-axis, pitch is by
default set to the Y-axis. By changing the axis mapping and the invert
options this can be altered in any way */
else if (Type == FROM_ANALOG1)
{
// Adjust the trigger to go between negative and positive values
Lx = Lx - 0x80;
Ly = Ly - 0x80;
// Invert
if (WiiMapping[g_ID].Tilt.RollInvert) Lx = -Lx; // else Tr = -Tr;
if (WiiMapping[g_ID].Tilt.PitchInvert) Ly = -Ly; // else Tr = -Tr;
// Produce the final value
_TiltData.Roll = (int)((RollRange) ? (float)RollRange * ((float)Lx / 128.0f) : Lx);
_TiltData.Pitch = (int)((PitchRange) ? (float)PitchRange * ((float)Ly / 128.0f) : Ly);
}
// Otherwise we are using ANALOG2
else
{
// Adjust the trigger to go between negative and positive values
Rx = Rx - 0x80;
Ry = Ry - 0x80;
// Invert
if (WiiMapping[g_ID].Tilt.RollInvert) Rx = -Rx; // else Tr = -Tr;
if (WiiMapping[g_ID].Tilt.PitchInvert) Ry = -Ry; // else Tr = -Tr;
// Produce the final value
_TiltData.Roll = (int)((RollRange) ? (float)RollRange * ((float)Rx / 128.0f) : Rx);
_TiltData.Pitch = (int)((PitchRange) ? (float)PitchRange * ((float)Ry / 128.0f) : Ry);
}
}
// Tilting by keyboard
void TiltByKeyboard(STiltData &_TiltData, int Type)
{
int _ROLL_LEFT_ = (Type) ? ENC_ROLL_L : EWM_ROLL_L;
int _ROLL_RIGHT_ = (Type) ? ENC_ROLL_R : EWM_ROLL_R;
int _PITCH_UP_ = (Type) ? ENC_PITCH_U : EWM_PITCH_U;
int _PITCH_DOWN_ = (Type) ? ENC_PITCH_D : EWM_PITCH_D;
// Do roll/pitch or free swing
if (IsKey(_ROLL_LEFT_))
{
if (WiiMapping[g_ID].Tilt.RollRange)
{
// Stop at the lower end of the range
if (_TiltData.Roll > -WiiMapping[g_ID].Tilt.RollRange)
_TiltData.Roll -= 3; // aim left
}
else // Free swing
{
_TiltData.Roll = -0x80 / 2;
}
}
else if (IsKey(_ROLL_RIGHT_))
{
if (WiiMapping[g_ID].Tilt.RollRange)
{
// Stop at the upper end of the range
if (_TiltData.Roll < WiiMapping[g_ID].Tilt.RollRange)
_TiltData.Roll += 3; // aim right
}
else // Free swing
{
_TiltData.Roll = 0x80 / 2;
}
}
else
{
_TiltData.Roll = 0;
}
if (IsKey(_PITCH_UP_))
{
if (WiiMapping[g_ID].Tilt.PitchRange)
{
// Stop at the lower end of the range
if (_TiltData.Pitch > -WiiMapping[g_ID].Tilt.PitchRange)
_TiltData.Pitch -= 3; // aim down
}
else // Free swing
{
_TiltData.Pitch = -0x80 / 2;
}
}
else if (IsKey(_PITCH_DOWN_))
{
if (WiiMapping[g_ID].Tilt.PitchRange)
{
// Stop at the upper end of the range
if (_TiltData.Pitch < WiiMapping[g_ID].Tilt.PitchRange)
_TiltData.Pitch += 3; // aim up
}
else // Free swing
{
_TiltData.Pitch = 0x80 / 2;
}
}
else
{
_TiltData.Pitch = 0;
}
}
// Tilting Wiimote (Wario Land aiming, Mario Kart steering and other things)
void TiltWiimote(int &_x, int &_y, int &_z)
{
// Select input method and return the x, y, x values
if (WiiMapping[g_ID].Tilt.InputWM == FROM_KEYBOARD)
TiltByKeyboard(WiiMapping[g_ID].Motion.TiltWM, 0);
else
TiltByGamepad(WiiMapping[g_ID].Motion.TiltWM, WiiMapping[g_ID].Tilt.InputWM);
// Adjust angles, it's only needed if both roll and pitch is used together
if (WiiMapping[g_ID].Tilt.RollRange && WiiMapping[g_ID].Tilt.PitchRange)
AdjustAngles(WiiMapping[g_ID].Motion.TiltWM.Roll, WiiMapping[g_ID].Motion.TiltWM.Pitch);
// Calculate the accelerometer value from this tilt angle
TiltToAccelerometer(_x, _y, _z,WiiMapping[g_ID].Motion.TiltWM);
//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);
}
// Tilting Nunchuck (Mad World, Dead Space and other things)
void TiltNunchuck(int &_x, int &_y, int &_z)
{
// Select input method and return the x, y, x values
if (WiiMapping[g_ID].Tilt.InputNC == FROM_KEYBOARD)
TiltByKeyboard(WiiMapping[g_ID].Motion.TiltNC, 1);
else
TiltByGamepad(WiiMapping[g_ID].Motion.TiltNC, WiiMapping[g_ID].Tilt.InputNC);
// Adjust angles, it's only needed if both roll and pitch is used together
if (WiiMapping[g_ID].Tilt.RollRange && WiiMapping[g_ID].Tilt.PitchRange)
AdjustAngles(WiiMapping[g_ID].Motion.TiltNC.Roll, WiiMapping[g_ID].Motion.TiltNC.Pitch);
// Calculate the accelerometer value from this tilt angle
TiltToAccelerometer(_x, _y, _z, WiiMapping[g_ID].Motion.TiltNC);
//DEBUG_LOG(WIIMOTE, "Roll:%i, Pitch:%i, _x:%u, _y:%u, _z:%u", g_NunchuckExt.TiltData.Roll, g_NunchuckExt.TiltData.Pitch, _x, _y, _z);
}
/* Angles adjustment for the upside down state when both roll and pitch is
used. When the absolute values of the angles go over 90 the Wiimote is
upside down and these adjustments are needed. */
@ -101,17 +327,17 @@ void TiltToAccelerometer(int &_x, int &_y, int &_z, STiltData &_TiltData)
float x = 0.0f, y = 0.0f, z = 1.0f; // Gravity
// In these cases we can use the simple and accurate formula
if(g_Config.Tilt.Range.Roll && g_Config.Tilt.Range.Pitch == 0)
if(WiiMapping[g_ID].Tilt.RollRange && !WiiMapping[g_ID].Tilt.PitchRange)
{
x = sin(Roll);
z = cos(Roll);
}
else if (g_Config.Tilt.Range.Pitch && g_Config.Tilt.Range.Roll == 0)
else if (WiiMapping[g_ID].Tilt.PitchRange && !WiiMapping[g_ID].Tilt.RollRange)
{
y = sin(Pitch);
z = cos(Pitch);
}
else if(g_Config.Tilt.Range.Roll && g_Config.Tilt.Range.Pitch)
else if(WiiMapping[g_ID].Tilt.RollRange && WiiMapping[g_ID].Tilt.PitchRange)
{
// ====================================================
/* This seems to always produce the exact same combination of x, y, z
@ -142,33 +368,73 @@ void TiltToAccelerometer(int &_x, int &_y, int &_z, STiltData &_TiltData)
int iy = g_wm.cal_zero.y + (int)(yg * y);
int iz = g_wm.cal_zero.z + (int)(zg * z);
if (!g_Config.bUpright)
if (!WiiMapping[g_ID].bUpright)
{
if(g_Config.Tilt.Range.Roll != 0) _x = ix;
if(g_Config.Tilt.Range.Pitch != 0) _y = iy;
if(WiiMapping[g_ID].Tilt.RollRange) _x = ix;
if(WiiMapping[g_ID].Tilt.PitchRange) _y = iy;
_z = iz;
}
else // Upright wiimote
{
if(g_Config.Tilt.Range.Roll != 0) _x = ix;
if(g_Config.Tilt.Range.Pitch != 0) _z = iy;
if(WiiMapping[g_ID].Tilt.RollRange) _x = ix;
if(WiiMapping[g_ID].Tilt.PitchRange) _z = iy;
_y = 0xFF - iz;
}
// Direct mapping for swing, from analog stick to accelerometer
if (g_Config.Tilt.Range.Roll == 0)
if (!WiiMapping[g_ID].Tilt.RollRange)
{
_x -= _TiltData.Roll;
}
if (g_Config.Tilt.Range.Pitch == 0)
if (!WiiMapping[g_ID].Tilt.PitchRange)
{
if (!g_Config.bUpright)
if (!WiiMapping[g_ID].bUpright)
_z -= _TiltData.Pitch;
else // Upright wiimote
_y += _TiltData.Pitch;
}
}
// Rotate IR dot when rolling Wiimote
void RotateIRDot(int &_x, int &_y, STiltData &_TiltData)
{
if (!WiiMapping[g_ID].Tilt.RollRange || !_TiltData.Roll)
return;
// The IR camera resolution is 1023x767
float dot_x = _x - 1023.0f / 2;
float dot_y = _y - 767.0f / 2;
float radius = sqrt(pow(dot_x, 2) + pow(dot_y, 2));
float radian = atan2(dot_y, dot_x);
_x = (int)(radius * cos(radian + InputCommon::Deg2Rad((float)_TiltData.Roll)) + 1023.0f / 2);
_y = (int)(radius * sin(radian + InputCommon::Deg2Rad((float)_TiltData.Roll)) + 767.0f / 2);
// Out of sight check
if (_x < 0 || _x > 1023) _x = 0xFFFF;
if (_y < 0 || _y > 767) _y = 0xFFFF;
}
/*
// Test the calculations
void TiltTest(u8 x, u8 y, u8 z)
{
int Roll, Pitch, RollAdj, PitchAdj;
PitchAccelerometerToDegree(x, y, z, Roll, Pitch, RollAdj, PitchAdj);
std::string From = StringFromFormat("From: X:%i Y:%i Z:%i Roll:%s Pitch:%s", x, y, z,
(Roll >= 0) ? StringFromFormat(" %03i", Roll).c_str() : StringFromFormat("%04i", Roll).c_str(),
(Pitch >= 0) ? StringFromFormat(" %03i", Pitch).c_str() : StringFromFormat("%04i", Pitch).c_str());
float _Roll = (float)Roll, _Pitch = (float)Pitch;
PitchDegreeToAccelerometer(_Roll, _Pitch, x, y, z);
std::string To = StringFromFormat("%s\nTo: X:%i Y:%i Z:%i Roll:%s Pitch:%s", From.c_str(), x, y, z,
(_Roll >= 0) ? StringFromFormat(" %03i", (int)_Roll).c_str() : StringFromFormat("%04i", (int)_Roll).c_str(),
(_Pitch >= 0) ? StringFromFormat(" %03i", (int)_Pitch).c_str() : StringFromFormat("%04i", (int)_Pitch).c_str());
NOTICE_LOG(CONSOLE, "\n%s", To.c_str());
}
// Accelerometer to roll and pitch angles
float AccelerometerToG(float Current, float Neutral, float G)
{
@ -219,7 +485,7 @@ void PitchAccelerometerToDegree(u8 _x, u8 _y, u8 _z, int &_Roll, int &_Pitch, in
_Roll = (int)Roll;
_Pitch = (int)Pitch;
/* Don't allow forces bigger than 1g */
// Don't allow forces bigger than 1g
if (x < -1.0) x = -1.0; else if (x > 1.0) x = 1.0;
if (y < -1.0) y = -1.0; else if (y > 1.0) y = 1.0;
if (z < -1.0) z = -1.0; else if (z > 1.0) z = 1.0;
@ -237,13 +503,10 @@ void PitchAccelerometerToDegree(u8 _x, u8 _y, u8 _z, int &_Roll, int &_Pitch, in
_PitchAdj = (int)Pitch;
}
//******************************************************************************
// IR data functions
//******************************************************************************
/*
// Calculate dot positions from the basic 10 byte IR data
void IRData2DotsBasic(u8 *Data)
{
@ -282,9 +545,7 @@ void IRData2DotsBasic(u8 *Data)
ReorderIRDots();
IRData2Distance();
}
*/
/*
// Calculate dot positions from the extented 12 byte IR data
void IRData2Dots(u8 *Data)
{
@ -315,9 +576,7 @@ void IRData2Dots(u8 *Data)
ReorderIRDots();
IRData2Distance();
}
*/
/*
// Reorder the IR dots according to their x-axis value
void ReorderIRDots()
{
@ -350,9 +609,7 @@ void ReorderIRDots()
Dot[i].Order = order;
}
}
*/
/*
// Calculate dot positions from the extented 12 byte IR data
void IRData2Distance()
{
@ -383,7 +640,6 @@ void IRData2Distance()
// Save the distance
g_Wiimote_kbd.IR.Distance = (int)sqrt((float)(xd*xd) + (float)(yd*yd));
}
*/
//******************************************************************************
// Classic Controller functions
@ -400,5 +656,6 @@ std::string CCData2Values(u8 *Data)
((Data[0] & 0xc0) >> 3) | ((Data[1] & 0xc0) >> 5) | ((Data[2] & 0x80) >> 7),
(Data[2] & 0x1f));
}
*/
} // WiiMoteEmu