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https://github.com/Lime3DS/Lime3DS.git
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21c71d21ae
Since C++17, the introduction of deduction guides for locking facilities means that we no longer need to hardcode the mutex type into the locks themselves, making it easier to switch mutex types, should it ever be necessary in the future.
174 lines
5.5 KiB
C++
174 lines
5.5 KiB
C++
// Copyright 2017 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include <algorithm>
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#include <chrono>
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#include <mutex>
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#include <thread>
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#include <tuple>
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#include "common/math_util.h"
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#include "common/quaternion.h"
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#include "common/thread.h"
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#include "common/vector_math.h"
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#include "input_common/motion_emu.h"
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namespace InputCommon {
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// Implementation class of the motion emulation device
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class MotionEmuDevice {
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public:
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MotionEmuDevice(int update_millisecond, float sensitivity, float tilt_clamp)
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: update_millisecond(update_millisecond),
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update_duration(std::chrono::duration_cast<std::chrono::steady_clock::duration>(
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std::chrono::milliseconds(update_millisecond))),
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sensitivity(sensitivity), tilt_clamp(tilt_clamp),
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motion_emu_thread(&MotionEmuDevice::MotionEmuThread, this) {}
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~MotionEmuDevice() {
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if (motion_emu_thread.joinable()) {
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shutdown_event.Set();
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motion_emu_thread.join();
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}
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}
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void BeginTilt(int x, int y) {
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mouse_origin = Common::MakeVec(x, y);
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is_tilting = true;
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}
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void Tilt(int x, int y) {
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auto mouse_move = Common::MakeVec(x, y) - mouse_origin;
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if (is_tilting) {
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std::lock_guard guard{tilt_mutex};
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if (mouse_move.x == 0 && mouse_move.y == 0) {
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tilt_angle = 0;
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} else {
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tilt_direction = mouse_move.Cast<float>();
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tilt_angle = std::clamp(tilt_direction.Normalize() * sensitivity, 0.0f,
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Common::PI * this->tilt_clamp / 180.0f);
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}
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}
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}
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void EndTilt() {
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std::lock_guard guard{tilt_mutex};
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tilt_angle = 0;
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is_tilting = false;
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}
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std::tuple<Common::Vec3<float>, Common::Vec3<float>> GetStatus() {
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std::lock_guard guard{status_mutex};
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return status;
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}
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private:
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const int update_millisecond;
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const std::chrono::steady_clock::duration update_duration;
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const float sensitivity;
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Common::Vec2<int> mouse_origin;
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std::mutex tilt_mutex;
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Common::Vec2<float> tilt_direction;
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float tilt_angle = 0;
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float tilt_clamp = 90;
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bool is_tilting = false;
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Common::Event shutdown_event;
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std::tuple<Common::Vec3<float>, Common::Vec3<float>> status;
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std::mutex status_mutex;
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// Note: always keep the thread declaration at the end so that other objects are initialized
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// before this!
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std::thread motion_emu_thread;
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void MotionEmuThread() {
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auto update_time = std::chrono::steady_clock::now();
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Common::Quaternion<float> q = Common::MakeQuaternion(Common::Vec3<float>(), 0);
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Common::Quaternion<float> old_q;
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while (!shutdown_event.WaitUntil(update_time)) {
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update_time += update_duration;
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old_q = q;
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{
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std::lock_guard guard{tilt_mutex};
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// Find the quaternion describing current 3DS tilting
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q = Common::MakeQuaternion(
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Common::MakeVec(-tilt_direction.y, 0.0f, tilt_direction.x), tilt_angle);
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}
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auto inv_q = q.Inverse();
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// Set the gravity vector in world space
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auto gravity = Common::MakeVec(0.0f, -1.0f, 0.0f);
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// Find the angular rate vector in world space
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auto angular_rate = ((q - old_q) * inv_q).xyz * 2;
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angular_rate *= 1000 / update_millisecond / Common::PI * 180;
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// Transform the two vectors from world space to 3DS space
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gravity = QuaternionRotate(inv_q, gravity);
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angular_rate = QuaternionRotate(inv_q, angular_rate);
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// Update the sensor state
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{
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std::lock_guard guard{status_mutex};
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status = std::make_tuple(gravity, angular_rate);
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}
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}
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}
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};
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// Interface wrapper held by input receiver as a unique_ptr. It holds the implementation class as
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// a shared_ptr, which is also observed by the factory class as a weak_ptr. In this way the factory
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// can forward all the inputs to the implementation only when it is valid.
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class MotionEmuDeviceWrapper : public Input::MotionDevice {
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public:
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MotionEmuDeviceWrapper(int update_millisecond, float sensitivity, float tilt_clamp) {
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device = std::make_shared<MotionEmuDevice>(update_millisecond, sensitivity, tilt_clamp);
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}
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std::tuple<Common::Vec3<float>, Common::Vec3<float>> GetStatus() const override {
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return device->GetStatus();
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}
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std::shared_ptr<MotionEmuDevice> device;
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};
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std::unique_ptr<Input::MotionDevice> MotionEmu::Create(const Common::ParamPackage& params) {
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int update_period = params.Get("update_period", 100);
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float sensitivity = params.Get("sensitivity", 0.01f);
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float tilt_clamp = params.Get("tilt_clamp", 90.0f);
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auto device_wrapper =
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std::make_unique<MotionEmuDeviceWrapper>(update_period, sensitivity, tilt_clamp);
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// Previously created device is disconnected here. Having two motion devices for 3DS is not
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// expected.
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current_device = device_wrapper->device;
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return std::move(device_wrapper);
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}
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void MotionEmu::BeginTilt(int x, int y) {
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if (auto ptr = current_device.lock()) {
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ptr->BeginTilt(x, y);
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}
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}
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void MotionEmu::Tilt(int x, int y) {
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if (auto ptr = current_device.lock()) {
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ptr->Tilt(x, y);
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}
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}
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void MotionEmu::EndTilt() {
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if (auto ptr = current_device.lock()) {
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ptr->EndTilt();
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}
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}
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} // namespace InputCommon
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