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Adjusting how deadzones are calculated (#3079)

* Making deadzones feel nice and smooth + adding rider files to .gitignore

* removing unnecessary parentheses and fixing possibility of divide by 0

* formatting :)

* fixing up ClampAxis

* fixing up ClampAxis
This commit is contained in:
skrek 2022-02-16 02:06:52 -08:00 committed by GitHub
parent 8f35345729
commit 8cc2479825
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 17 additions and 9 deletions

3
.gitignore vendored
View file

@ -74,6 +74,9 @@ _TeamCity*
# DotCover is a Code Coverage Tool
*.dotCover
# Rider is a Visual Studio alternative
.idea/*
# NCrunch
*.ncrunch*
.*crunch*.local.xml

View file

@ -391,24 +391,29 @@ namespace Ryujinx.Input.HLE
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static JoystickPosition ApplyDeadzone(float x, float y, float deadzone)
{
return new JoystickPosition
float magnitudeClamped = Math.Min(MathF.Sqrt(x * x + y * y), 1f);
if (magnitudeClamped <= deadzone)
{
Dx = ClampAxis(MathF.Abs(x) > deadzone ? x : 0.0f),
Dy = ClampAxis(MathF.Abs(y) > deadzone ? y : 0.0f)
return new JoystickPosition() {Dx = 0, Dy = 0};
}
return new JoystickPosition()
{
Dx = ClampAxis((x / magnitudeClamped) * ((magnitudeClamped - deadzone) / (1 - deadzone))),
Dy = ClampAxis((y / magnitudeClamped) * ((magnitudeClamped - deadzone) / (1 - deadzone)))
};
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static short ClampAxis(float value)
{
if (value <= -short.MaxValue)
if (Math.Sign(value) < 0)
{
return -short.MaxValue;
}
else
{
return (short)(value * short.MaxValue);
return (short)Math.Max(value * -short.MinValue, short.MinValue);
}
return (short)Math.Min(value * short.MaxValue, short.MaxValue);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]