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Merge pull request #764 from TwilitRealm/gyro-axis-fix
Fix Gyro Sensitivity Axes
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+4
-4
@@ -140,8 +140,8 @@ void read(float dt) {
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float my_rel = 0.0f;
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SDL_GetRelativeMouseState(&mx_rel, &my_rel);
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// Convert pixels to radians
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s_pitch_rad = my_rel * kMousePixelToRad * getSettings().game.gyroSensitivityX;
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s_yaw_rad = -mx_rel * kMousePixelToRad * getSettings().game.gyroSensitivityY;
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s_pitch_rad = my_rel * kMousePixelToRad * getSettings().game.gyroSensitivityY;
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s_yaw_rad = -mx_rel * kMousePixelToRad * getSettings().game.gyroSensitivityX;
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s_roll_rad = 0.0f;
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s_pitch_rad = getSettings().game.gyroInvertPitch ? -s_pitch_rad : s_pitch_rad;
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@@ -184,7 +184,7 @@ void read(float dt) {
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const float yaw_rate = apply_deadband(s_smooth_gy, deadband);
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const float roll_rate = apply_deadband(s_smooth_gz, deadband);
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s_pitch_rad = -pitch_rate * dt * getSettings().game.gyroSensitivityX;
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s_pitch_rad = -pitch_rate * dt * getSettings().game.gyroSensitivityY;
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s_roll_rad = roll_rate * dt * getSettings().game.gyroSensitivityX; // GYRO NOTE: Exposing Z sensitivity seems unusual, so I'm just using X
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float horizontal_rate = yaw_rate;
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@@ -223,7 +223,7 @@ void read(float dt) {
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}
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}
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s_yaw_rad = horizontal_rate * dt * getSettings().game.gyroSensitivityY;
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s_yaw_rad = horizontal_rate * dt * getSettings().game.gyroSensitivityX;
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s_pitch_rad = getSettings().game.gyroInvertPitch ? -s_pitch_rad : s_pitch_rad;
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s_yaw_rad = getSettings().game.gyroInvertYaw ? -s_yaw_rad : s_yaw_rad;
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