diff --git a/DS4Windows/DS4Control/Mapping.cs b/DS4Windows/DS4Control/Mapping.cs index 9cae578..f2a60fc 100644 --- a/DS4Windows/DS4Control/Mapping.cs +++ b/DS4Windows/DS4Control/Mapping.cs @@ -3690,19 +3690,11 @@ namespace DS4Windows } } - // BEGIN: SixAxis steering wheel emulation logic - private const int C_WHEEL_ANGLE_PRECISION = 10; // 1=precision of one degree, 10=precision of 1/10 of degree. Bigger number means fine graned precision - private const int C_WHEEL_ANGLE_PRECISION_DECIMALS = (C_WHEEL_ANGLE_PRECISION == 1 ? 0 : C_WHEEL_ANGLE_PRECISION / 10); + // SA steering wheel emulation mapping - // "In-game" calibration process: - // - Place controller at "steering wheel center" position and press "Calibrate SA steering wheel" special action button to start the calibration - // - Hold the controller still for a while at center point and press "X" - // - Turn the controller at 90 degree left or right position and hold still for few seconds and press "X" - // - Turn the controller at 90 degree position on the opposite side and press "X" - // - Now you can check the calibratio by turning the wheel and see when the green lightbar starts to blink (it should blink at those three calibrated positions) - // - Press "Calibrate SA steering wheel" special action key to accept the calibration (result is saved to ControllerConfigs.xml xml file) - // + private const int C_WHEEL_ANGLE_PRECISION = 10; // Precision of SA angle in 1/10 of degrees + private static readonly DS4Color calibrationColor_0 = new DS4Color { red = 0xA0, green = 0x00, blue = 0x00 }; private static readonly DS4Color calibrationColor_1 = new DS4Color { red = 0xFF, green = 0xFF, blue = 0x00 }; private static readonly DS4Color calibrationColor_2 = new DS4Color { red = 0x00, green = 0x50, blue = 0x50 }; @@ -3782,7 +3774,7 @@ namespace DS4Windows double angle = Math.Acos(dotProduct / (magAB * magCD)); result = Convert.ToInt32(Global.Clamp( -180.0 * C_WHEEL_ANGLE_PRECISION, - Math.Round((angle * (180.0 / Math.PI)), C_WHEEL_ANGLE_PRECISION_DECIMALS) * C_WHEEL_ANGLE_PRECISION, + Math.Round((angle * (180.0 / Math.PI)), 1) * C_WHEEL_ANGLE_PRECISION, 180.0 * C_WHEEL_ANGLE_PRECISION) ); } @@ -3802,8 +3794,6 @@ namespace DS4Windows gyroAccelX = exposedState.getAccelX(); gyroAccelZ = exposedState.getAccelZ(); - //gyroAccelX = exposedState.OutputAccelX; - //gyroAccelZ = exposedState.OutputAccelZ; // State 0=Normal mode (ie. calibration process is not running), 1=Activating calibration, 2=Calibration process running, 3=Completing calibration, 4=Cancelling calibration if (controller.WheelRecalibrateActiveState == 1) @@ -3944,10 +3934,12 @@ namespace DS4Windows return 0; } + // Do nothing if connection is active but the actual DS4 controller is still missing or not yet synchronized + if (!controller.Synced) + return 0; + gyroAccelX = exposedState.getAccelX(); gyroAccelZ = exposedState.getAccelZ(); - //gyroAccelX = exposedState.OutputAccelX; - //gyroAccelZ = exposedState.OutputAccelZ; // If calibration values are missing then use "educated guesses" about good starting values if (controller.wheelCenterPoint.IsEmpty) @@ -4106,7 +4098,6 @@ namespace DS4Windows } } } - // END: SixAxis steering wheel emulation logic } }