Emulated Wiimote: Fixed the Nunchuck calibration, for recording playback for example

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2317 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
John Peterson
2009-02-20 13:14:23 +00:00
parent 489816dce7
commit e0593b1041
6 changed files with 163 additions and 124 deletions

View File

@ -142,12 +142,12 @@ void PitchDegreeToAccelerometer(float _Roll, float _Pitch, u8 &_x, u8 &_y, u8 &_
}
// Multiply with the neutral of z and its g
float xg = g_accel.cal_g.x;
float yg = g_accel.cal_g.y;
float zg = g_accel.cal_g.z;
float x_zero = g_accel.cal_zero.x;
float y_zero = g_accel.cal_zero.y;
float z_zero = g_accel.cal_zero.z;
float xg = g_wm.cal_g.x;
float yg = g_wm.cal_g.y;
float zg = g_wm.cal_g.z;
float x_zero = g_wm.cal_zero.x;
float y_zero = g_wm.cal_zero.y;
float z_zero = g_wm.cal_zero.z;
int ix = (int) (x_zero + xg * x);
int iy = (int) (y_zero + yg * y);
int iz = (int) (z_zero + zg * z);
@ -176,9 +176,9 @@ void PitchAccelerometerToDegree(u8 _x, u8 _y, u8 _z, int &_Roll, int &_Pitch, in
float Roll = 0, Pitch = 0;
// Calculate how many g we are from the neutral
float x = AccelerometerToG((float)_x, (float)g_accel.cal_zero.x, (float)g_accel.cal_g.x);
float y = AccelerometerToG((float)_y, (float)g_accel.cal_zero.y, (float)g_accel.cal_g.y);
float z = AccelerometerToG((float)_z, (float)g_accel.cal_zero.z, (float)g_accel.cal_g.z);
float x = AccelerometerToG((float)_x, (float)g_wm.cal_zero.x, (float)g_wm.cal_g.x);
float y = AccelerometerToG((float)_y, (float)g_wm.cal_zero.y, (float)g_wm.cal_g.y);
float z = AccelerometerToG((float)_z, (float)g_wm.cal_zero.z, (float)g_wm.cal_g.z);
// If it is over 1g then it is probably accelerating and may not reliable
//if (abs(accel->x - ac->cal_zero.x) <= ac->cal_g.x)
@ -187,7 +187,7 @@ void PitchAccelerometerToDegree(u8 _x, u8 _y, u8 _z, int &_Roll, int &_Pitch, in
Roll = InputCommon::Rad2Deg(atan2(x, z));
}
//if (abs(_y - g_accel.cal_zero.y) <= g_accel.cal_g.y)
//if (abs(_y - g_wm.cal_zero.y) <= g_wm.cal_g.y)
{
// Calculate the degree
Pitch = InputCommon::Rad2Deg(atan2(y, z));
@ -217,43 +217,43 @@ void PitchAccelerometerToDegree(u8 _x, u8 _y, u8 _z, int &_Roll, int &_Pitch, in
//////////////////////////////////////////////////////////////////////////////////////////
// Calculate dot positions from the basic 10 byte IR data
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void IRData2DotsBasic(u8 *Data)
{
struct SDot* Dot = g_Wm.IR.Dot;
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)
{
if (Dot[i].Ry == 1023)
{
Dot[i].Visible = 0;
}
else
{
Dot[i].Visible = 1;
Dot[i].Size = 0; /* since we don't know the size, set it as 0 */
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void IRData2DotsBasic(u8 *Data)
{
struct SDot* Dot = g_Wm.IR.Dot;
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)
{
if (Dot[i].Ry == 1023)
{
Dot[i].Visible = 0;
}
else
{
Dot[i].Visible = 1;
Dot[i].Size = 0; /* since we don't know the size, set it as 0 */
}
// 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;
}
Dot[i].X = Dot[i].Rx; Dot[i].Y = Dot[i].Ry;
}
// Calculate the other values
ReorderIRDots();
IRData2Distance();
IRData2Distance();
}
@ -294,36 +294,36 @@ void IRData2Dots(u8 *Data)
//////////////////////////////////////////////////////////////////////////////////////////
// Reorder the IR dots according to their x-axis value
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void ReorderIRDots()
{
// <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;
}
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;
}
}
////////////////////////////////
@ -339,25 +339,25 @@ void IRData2Distance()
// 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
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
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));
}
////////////////////////////////