#include "dusk/gyro.h" #include "d/actor/d_a_alink.h" namespace dusk::gyro { namespace { // TODO: Make deadband and smoothing configurable constexpr float kDeadbandRadS = 0.04f; constexpr float kSmoothAlpha = 0.35f; constexpr s32 kRollgoalTableMaxOffset = 12000; bool s_sensor_enabled = false; float s_smooth_gx = 0.0f; float s_smooth_gy = 0.0f; float s_smooth_gz = 0.0f; float s_yaw_rad = 0.0f; float s_yaw_rad_pending = 0.0f; float s_pitch_rad = 0.0f; float s_pitch_rad_pending = 0.0f; float s_roll_rad = 0.0f; s32 s_rollgoal_ax = 0; s32 s_rollgoal_az = 0; void reset_filter_state() { s_smooth_gx = s_smooth_gy = s_smooth_gz = 0.0f; s_yaw_rad_pending = s_pitch_rad_pending = s_roll_rad = 0.0f; s_rollgoal_ax = s_rollgoal_az = 0; } float apply_deadband(float v) { if (v > -kDeadbandRadS && v < kDeadbandRadS) { return 0.0f; } return v; } } // namespace bool s_sensor_keep_alive = false; bool get_sensor_keep_alive() { return s_sensor_keep_alive; } void set_sensor_keep_alive(bool value) { s_sensor_keep_alive = value; } bool queryGyroAimItemContext() { if (!static_cast(dusk::getSettings().game.enableGyroAim)) { return false; } daAlink_c* link = daAlink_getAlinkActorClass(); if (link == nullptr) { return false; } return link->checkGyroAimItemContext() && dComIfGp_checkCameraAttentionStatus(link->field_0x317c, 0x10); } void read(float dt) { if (!s_sensor_keep_alive && !(dusk::getSettings().game.enableGyroAim && queryGyroAimItemContext())) { if (s_sensor_enabled) { PADSetSensorEnabled(PAD_CHAN0, PAD_SENSOR_GYRO, FALSE); s_sensor_enabled = false; } reset_filter_state(); return; } if (!s_sensor_enabled) { if (!PADHasSensor(PAD_CHAN0, PAD_SENSOR_GYRO)) { return; } if (!PADSetSensorEnabled(PAD_CHAN0, PAD_SENSOR_GYRO, TRUE)) { return; } s_sensor_enabled = true; } f32 gyro[3]; if (!PADGetSensorData(PAD_CHAN0, PAD_SENSOR_GYRO, gyro, 3)) { return; } s_smooth_gx += kSmoothAlpha * (gyro[0] - s_smooth_gx); s_smooth_gy += kSmoothAlpha * (gyro[1] - s_smooth_gy); s_smooth_gz += kSmoothAlpha * (gyro[2] - s_smooth_gz); s_pitch_rad = apply_deadband(s_smooth_gx) * dt * dusk::getSettings().game.gyroAimSensitivityX; s_yaw_rad = apply_deadband(s_smooth_gy) * dt * dusk::getSettings().game.gyroAimSensitivityY; s_roll_rad = apply_deadband(s_smooth_gz) * dt * dusk::getSettings().game.gyroAimSensitivityX; // GYRO NOTE: Exposing Z sensitivity seems unusual, so I'm just using X s_pitch_rad_pending += s_pitch_rad; s_yaw_rad_pending += s_yaw_rad; } void consumeAimDeltas(float& out_yaw_rad, float& out_pitch_rad) { out_yaw_rad = s_yaw_rad_pending; out_pitch_rad = s_pitch_rad_pending; s_yaw_rad_pending = s_pitch_rad_pending = 0.0f; } void rollgoalTick(bool play_active, s16 camera_yaw) { if (!play_active) { reset_filter_state(); return; } const float pitch_rad = s_pitch_rad * dusk::getSettings().game.gyroRollgoalSensitivity; const float roll_rad = s_roll_rad * dusk::getSettings().game.gyroRollgoalSensitivity; s_rollgoal_az += cM_rad2s(roll_rad); cXyz in(roll_rad, 0.0f, pitch_rad); cXyz out; cMtx_YrotS(*calc_mtx, static_cast(-camera_yaw)); MtxPosition(&in, &out); s_rollgoal_ax += cM_rad2s(out.z); s_rollgoal_az += cM_rad2s(out.x); s_rollgoal_ax = std::clamp(s_rollgoal_ax, -kRollgoalTableMaxOffset, kRollgoalTableMaxOffset); s_rollgoal_az = std::clamp(s_rollgoal_az, -kRollgoalTableMaxOffset, kRollgoalTableMaxOffset); } void rollgoalTableOffset(s16& out_add_x, s16& out_add_z) { out_add_x = static_cast(s_rollgoal_ax); out_add_z = static_cast(s_rollgoal_az); } } // namespace dusk::gyro