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ryujinx-final/Ryujinx/Modules/Motion/MotionDevice.cs

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using Ryujinx.Common.Configuration.Hid;
using Ryujinx.Configuration;
using System;
using System.Numerics;
namespace Ryujinx.Modules.Motion
{
public class MotionDevice
{
public Vector3 Gyroscope { get; private set; }
public Vector3 Accelerometer { get; private set; }
public Vector3 Rotation { get; private set; }
public float[] Orientation { get; private set; }
private readonly Client _motionSource;
public MotionDevice(Client motionSource)
{
_motionSource = motionSource;
}
public void RegisterController(PlayerIndex player)
{
InputConfig config = ConfigurationState.Instance.Hid.InputConfig.Value.Find(x => x.PlayerIndex == player);
if (config != null && config.EnableMotion)
{
string host = config.DsuServerHost;
int port = config.DsuServerPort;
_motionSource.RegisterClient((int)player, host, port);
_motionSource.RequestData((int)player, config.Slot);
if (config.ControllerType == ControllerType.JoyconPair && !config.MirrorInput)
{
_motionSource.RequestData((int)player, config.AltSlot);
}
}
}
public void Poll(InputConfig config, int slot)
{
Orientation = new float[9];
if (!config.EnableMotion || !_motionSource.TryGetData((int)config.PlayerIndex, slot, out MotionInput input))
{
Accelerometer = new Vector3();
Gyroscope = new Vector3();
return;
}
Gyroscope = Truncate(input.Gyroscrope * 0.0027f, 3);
Accelerometer = Truncate(input.Accelerometer, 3);
Rotation = Truncate(input.Rotation * 0.0027f, 3);
Matrix4x4 orientation = input.GetOrientation();
Orientation[0] = Math.Clamp(orientation.M11, -1f, 1f);
Orientation[1] = Math.Clamp(orientation.M12, -1f, 1f);
Orientation[2] = Math.Clamp(orientation.M13, -1f, 1f);
Orientation[3] = Math.Clamp(orientation.M21, -1f, 1f);
Orientation[4] = Math.Clamp(orientation.M22, -1f, 1f);
Orientation[5] = Math.Clamp(orientation.M23, -1f, 1f);
Orientation[6] = Math.Clamp(orientation.M31, -1f, 1f);
Orientation[7] = Math.Clamp(orientation.M32, -1f, 1f);
Orientation[8] = Math.Clamp(orientation.M33, -1f, 1f);
}
private static Vector3 Truncate(Vector3 value, int decimals)
{
float power = MathF.Pow(10, decimals);
value.X = float.IsNegative(value.X) ? MathF.Ceiling(value.X * power) / power : MathF.Floor(value.X * power) / power;
value.Y = float.IsNegative(value.Y) ? MathF.Ceiling(value.Y * power) / power : MathF.Floor(value.Y * power) / power;
value.Z = float.IsNegative(value.Z) ? MathF.Ceiling(value.Z * power) / power : MathF.Floor(value.Z * power) / power;
return value;
}
}
}