Merge pull request #491 from TwilitRealm/gyro-roll

Incorporate roll into gyro horizontal aiming
This commit is contained in:
TakaRikka
2026-04-22 14:45:57 -07:00
committed by GitHub
+84 -4
View File
@@ -1,16 +1,29 @@
#include "dusk/gyro.h"
#include "d/actor/d_a_alink.h"
#include <cmath>
namespace dusk::gyro {
namespace {
constexpr s32 kRollgoalTableMaxOffset = 6500;
constexpr float kGyroEmaAlphaMin = 0.05f;
constexpr float kGyroEmaAlphaMax = 1.0f;
// Smooth gravity separately so the yaw/roll blend doesn't twitch with raw accel noise.
constexpr float kGravityEmaAlpha = 0.1f;
constexpr float kMinGravityProjection = 0.2f;
// Let roll contribute more strongly as the pad approaches an upright posture.
constexpr float kRollAimBoostMax = 2.0f;
bool s_sensor_enabled = false;
bool s_accel_enabled = false;
bool s_was_aiming = false;
bool s_have_gravity_baseline = false;
float s_smooth_gx = 0.0f;
float s_smooth_gy = 0.0f;
float s_smooth_gz = 0.0f;
float s_gravity_y = 0.0f;
float s_gravity_z = 0.0f;
float s_baseline_gravity_y = 0.0f;
float s_baseline_gravity_z = 0.0f;
float s_yaw_rad = 0.0f;
float s_pitch_rad = 0.0f;
float s_roll_rad = 0.0f;
@@ -19,6 +32,10 @@ s32 s_rollgoal_az = 0;
void reset_filter_state() {
s_smooth_gx = s_smooth_gy = s_smooth_gz = 0.0f;
s_gravity_y = s_gravity_z = 0.0f;
s_baseline_gravity_y = s_baseline_gravity_z = 0.0f;
s_was_aiming = false;
s_have_gravity_baseline = false;
s_yaw_rad = s_pitch_rad = s_roll_rad = 0.0f;
s_rollgoal_ax = s_rollgoal_az = 0;
}
@@ -49,15 +66,30 @@ bool queryGyroAimContext() {
}
void read(float dt) {
if (!s_sensor_keep_alive && !queryGyroAimContext()) {
const bool aim_active = queryGyroAimContext();
const bool aim_just_started = aim_active && !s_was_aiming;
const bool aim_just_ended = !aim_active && s_was_aiming;
s_was_aiming = aim_active;
if (!s_sensor_keep_alive && !aim_active) {
if (s_sensor_enabled) {
PADSetSensorEnabled(PAD_CHAN0, PAD_SENSOR_GYRO, FALSE);
s_sensor_enabled = false;
}
if (s_accel_enabled) {
PADSetSensorEnabled(PAD_CHAN0, PAD_SENSOR_ACCEL, FALSE);
s_accel_enabled = false;
}
reset_filter_state();
return;
}
if (aim_just_started || aim_just_ended) {
s_gravity_y = s_gravity_z = 0.0f;
s_baseline_gravity_y = s_baseline_gravity_z = 0.0f;
s_have_gravity_baseline = false;
}
if (!s_sensor_enabled) {
if (!PADHasSensor(PAD_CHAN0, PAD_SENSOR_GYRO)) {
return;
@@ -68,6 +100,13 @@ void read(float dt) {
s_sensor_enabled = true;
}
if (!s_accel_enabled && PADHasSensor(PAD_CHAN0, PAD_SENSOR_ACCEL) &&
PADSetSensorEnabled(PAD_CHAN0, PAD_SENSOR_ACCEL, TRUE))
{
// We only need accel for the gravity-aware yaw/roll mix.
s_accel_enabled = true;
}
f32 gyro[3];
if (!PADGetSensorData(PAD_CHAN0, PAD_SENSOR_GYRO, gyro, 3)) {
return;
@@ -80,9 +119,50 @@ void read(float dt) {
s_smooth_gy += smooth_alpha * (gyro[1] - s_smooth_gy);
s_smooth_gz += smooth_alpha * (gyro[2] - s_smooth_gz);
s_pitch_rad = -apply_deadband(s_smooth_gx, deadband) * dt * dusk::getSettings().game.gyroSensitivityX;
s_yaw_rad = apply_deadband(s_smooth_gy, deadband) * dt * dusk::getSettings().game.gyroSensitivityY;
s_roll_rad = apply_deadband(s_smooth_gz, deadband) * dt * dusk::getSettings().game.gyroSensitivityX; // GYRO NOTE: Exposing Z sensitivity seems unusual, so I'm just using X
const float pitch_rate = apply_deadband(s_smooth_gx, deadband);
const float yaw_rate = apply_deadband(s_smooth_gy, deadband);
const float roll_rate = apply_deadband(s_smooth_gz, deadband);
s_pitch_rad = -pitch_rate * dt * dusk::getSettings().game.gyroSensitivityX;
s_roll_rad = roll_rate * dt * dusk::getSettings().game.gyroSensitivityX; // GYRO NOTE: Exposing Z sensitivity seems unusual, so I'm just using X
float horizontal_rate = yaw_rate;
if (aim_active && s_accel_enabled) {
f32 accel[3];
if (PADGetSensorData(PAD_CHAN0, PAD_SENSOR_ACCEL, accel, 3)) {
if (!s_have_gravity_baseline) {
s_gravity_y = accel[1];
s_gravity_z = accel[2];
} else {
s_gravity_y += kGravityEmaAlpha * (accel[1] - s_gravity_y);
s_gravity_z += kGravityEmaAlpha * (accel[2] - s_gravity_z);
}
// Compare the current gravity projection against the gravity vector from
// aim start so the user's resting hold angle becomes the neutral baseline.
const float gravity_yz_len = std::sqrt((s_gravity_y * s_gravity_y) + (s_gravity_z * s_gravity_z));
if (gravity_yz_len >= kMinGravityProjection) {
const float current_gravity_y = s_gravity_y / gravity_yz_len;
const float current_gravity_z = s_gravity_z / gravity_yz_len;
if (!s_have_gravity_baseline) {
s_baseline_gravity_y = current_gravity_y;
s_baseline_gravity_z = current_gravity_z;
s_have_gravity_baseline = true;
}
const float yaw_weight =
(s_baseline_gravity_y * current_gravity_y) + (s_baseline_gravity_z * current_gravity_z);
const float roll_weight =
(s_baseline_gravity_y * current_gravity_z) - (s_baseline_gravity_z * current_gravity_y);
const float roll_mix = std::fabs(roll_weight);
const float roll_boost = 1.0f + (roll_mix * (kRollAimBoostMax - 1.0f));
horizontal_rate = (yaw_rate * yaw_weight) + (roll_rate * roll_weight * roll_boost);
}
}
}
s_yaw_rad = horizontal_rate * dt * dusk::getSettings().game.gyroSensitivityY;
s_pitch_rad = dusk::getSettings().game.gyroInvertPitch ? -s_pitch_rad : s_pitch_rad;
s_yaw_rad = dusk::getSettings().game.gyroInvertYaw ? -s_yaw_rad : s_yaw_rad;