Some Wiimote Cleanup, re/moved some globals to where they belong.

A few things could be solved differently/in a better way, but that would involve some classes and stuff (plus work)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5097 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
j4ck.fr0st
2010-02-21 18:53:11 +00:00
parent b6a3df2fcf
commit f7f11211a1
11 changed files with 56 additions and 826 deletions

View File

@ -417,246 +417,4 @@ void RotateIRDot(int &_x, int &_y, STiltData &_TiltData)
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)
{
float _G = (Current - Neutral) / G;
return _G;
}
void PitchAccelerometerToDegree(u8 _x, u8 _y, u8 _z, int &_Roll, int &_Pitch, int &_RollAdj, int &_PitchAdj)
{
// Definitions
float Roll = 0, Pitch = 0;
// Calculate how many g we are from the neutral
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 (!g_Config.bUpright)
{
// 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)
{
// Calculate the degree
Roll = InputCommon::Rad2Deg(atan2(x, z));
}
//if (abs(_y - g_wm.cal_zero.y) <= g_wm.cal_g.y)
{
// Calculate the degree
Pitch = InputCommon::Rad2Deg(atan2(y, z));
}
}
else
{
//if (abs(accel->z - ac->cal_zero.z) <= ac->cal_g.x)
{
// Calculate the degree
Roll = InputCommon::Rad2Deg(atan2(z, -y));
}
//if (abs(_x - g_wm.cal_zero.x) <= g_wm.cal_g.x)
{
// Calculate the degree
Pitch = InputCommon::Rad2Deg(atan2(-x, -y));
}
}
_Roll = (int)Roll;
_Pitch = (int)Pitch;
// 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;
if (!g_Config.bUpright)
{
Roll = InputCommon::Rad2Deg(atan2(x, z));
Pitch = InputCommon::Rad2Deg(atan2(y, z));
}
else
{
Roll = InputCommon::Rad2Deg(atan2(z, -y));
Pitch = InputCommon::Rad2Deg(atan2(-x, -y));
}
_RollAdj = (int)Roll;
_PitchAdj = (int)Pitch;
}
//******************************************************************************
// IR data functions
//******************************************************************************
// Calculate dot positions from the basic 10 byte IR data
void IRData2DotsBasic(u8 *Data)
{
struct SDot* Dot = g_Wiimote_kbd.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;
}
// Calculate the other values
ReorderIRDots();
IRData2Distance();
}
// Calculate dot positions from the extented 12 byte IR data
void IRData2Dots(u8 *Data)
{
struct SDot* Dot = g_Wiimote_kbd.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
void ReorderIRDots()
{
// Create a shortcut
SDot* Dot = g_Wiimote_kbd.IR.Dot;
// Variables
int i, j, order;
// Reset the dot ordering to zero
for (i = 0; i < 4; ++i)
Dot[i].Order = 0;
// is this just a weird filter+sort?
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
void IRData2Distance()
{
// Create a shortcut
struct SDot* Dot = g_Wiimote_kbd.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_Wiimote_kbd.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_Wiimote_kbd.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_Wiimote_kbd.IR.Distance = (int)sqrt((float)(xd*xd) + (float)(yd*yd));
}
//******************************************************************************
// Classic Controller functions
//******************************************************************************
std::string CCData2Values(u8 *Data)
{
return StringFromFormat(
"Tl:%03i Tr:%03i Lx:%03i Ly:%03i Rx:%03i Ry:%03i",
(((Data[2] & 0x60) >> 2) | ((Data[3] & 0xe0) >> 5)),
(Data[3] & 0x1f),
(Data[0] & 0x3f),
(Data[1] & 0x3f),
((Data[0] & 0xc0) >> 3) | ((Data[1] & 0xc0) >> 5) | ((Data[2] & 0x80) >> 7),
(Data[2] & 0x1f));
}
*/
} // WiiMoteEmu