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SASteeringWheelEmulation: Improved deadzone handling (smooth range instead of just dead gap clipping). Fixed a bug in >360 turn range calculations. Small performance improvements.
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@ -3964,7 +3964,7 @@ namespace DS4Windows
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controller.wheelCircleCenterPointLeft.X = controller.wheelCenterPoint.X;
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controller.wheelCircleCenterPointLeft.Y = controller.wheel90DegPointLeft.Y;
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AppLogger.LogToGui($"Controller {ctrl.x360Bus.FirstController + device} steering wheel emulation calibration values. center=({controller.wheelCenterPoint.X}, {controller.wheelCenterPoint.Y}) 90L=({controller.wheel90DegPointLeft.X}, {controller.wheel90DegPointLeft.Y}) 90R=({controller.wheel90DegPointRight.X}, {controller.wheel90DegPointRight.Y})", false);
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AppLogger.LogToGui($"Controller {ctrl.x360Bus.FirstController + device} steering wheel emulation calibration values. Center=({controller.wheelCenterPoint.X}, {controller.wheelCenterPoint.Y}) 90L=({controller.wheel90DegPointLeft.X}, {controller.wheel90DegPointLeft.Y}) 90R=({controller.wheel90DegPointRight.X}, {controller.wheel90DegPointRight.Y}) Range={Global.GetSASteeringWheelEmulationRange(device)}", false);
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controller.wheelPrevRecalibrateTime = DateTime.Now;
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}
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@ -3977,41 +3977,53 @@ namespace DS4Windows
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// Apply deadzone (SA X-deadzone value). This code assumes that 20deg is the max deadzone anyone ever might wanna use (in practice effective deadzone
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// is probably just few degrees by using SXDeadZone values 0.01...0.05)
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double sxDead = getSXDeadzone(device);
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if (sxDead > 0 && result != 0 && Math.Abs(result) < (20.0 * C_WHEEL_ANGLE_PRECISION * sxDead))
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if (sxDead > 0)
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{
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result = 0;
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int sxDeadInt = Convert.ToInt32(20.0 * C_WHEEL_ANGLE_PRECISION * sxDead);
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if (Math.Abs(result) <= sxDeadInt)
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{
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result = 0;
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}
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else
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{
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// Smooth steering angle based on deadzone range instead of just clipping the deadzone gap
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result -= (result < 0 ? -sxDeadInt : sxDeadInt);
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}
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}
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// If wrapped around from +180 to -180 side (or vice versa) then SA steering wheel keeps on turning beyond 360 degrees (if range is >360)
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// If wrapped around from +180 to -180 side (or vice versa) then SA steering wheel keeps on turning beyond 360 degrees (if range is >360).
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// Keep track of how many times the steering wheel has been turned beyond the full 360 circle and clip the result to max range.
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int wheelFullTurnCount = controller.wheelFullTurnCount;
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if (controller.wheelPrevPhysicalAngle < 0 && result > 0)
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{
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if ((result - controller.wheelPrevPhysicalAngle) > 180 * C_WHEEL_ANGLE_PRECISION)
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if (maxRangeRight > 360 * C_WHEEL_ANGLE_PRECISION)
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{
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if (maxRangeRight > 360/2 * C_WHEEL_ANGLE_PRECISION)
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wheelFullTurnCount--;
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else
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result = maxRangeLeft;
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}
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}
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else if (controller.wheelPrevPhysicalAngle > 0 && result < 0)
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{
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if ((controller.wheelPrevPhysicalAngle - result) > 180 * C_WHEEL_ANGLE_PRECISION)
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if (maxRangeRight > 360 * C_WHEEL_ANGLE_PRECISION)
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{
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if (maxRangeRight > 360/2 * C_WHEEL_ANGLE_PRECISION)
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wheelFullTurnCount++;
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else
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result = maxRangeRight;
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}
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}
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controller.wheelPrevPhysicalAngle = result;
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if (wheelFullTurnCount != 0)
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{
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if (wheelFullTurnCount > 0)
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result = (wheelFullTurnCount * 180 * C_WHEEL_ANGLE_PRECISION) + ((wheelFullTurnCount * 180 * C_WHEEL_ANGLE_PRECISION) + result);
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else
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result = (wheelFullTurnCount * 180 * C_WHEEL_ANGLE_PRECISION) - ((wheelFullTurnCount * -180 * C_WHEEL_ANGLE_PRECISION) - result);
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// Adjust value of result (steering wheel angle) based on num of full 360 turn counts
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result += (wheelFullTurnCount * 180 * C_WHEEL_ANGLE_PRECISION * 2);
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}
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// If the new angle is more than 180 degrees further away then this is probably bogus value (controller shaking too much and gyro and velocity sensors went crazy).
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// Accept the new angle only when the new angle is within a "stability threshold", otherwise use the previous full angle value.
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// Accept the new angle only when the new angle is within a "stability threshold", otherwise use the previous full angle value and wait for controller to be stabilized.
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if (Math.Abs(result - controller.wheelPrevFullAngle) <= 180 * C_WHEEL_ANGLE_PRECISION)
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{
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controller.wheelPrevFullAngle = result;
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