Files
dusklight/src/dusk/gyro.cpp
T
2026-04-16 05:17:50 -04:00

124 lines
3.9 KiB
C++

#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<bool>(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<s16>(-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<s16>(s_rollgoal_ax);
out_add_z = static_cast<s16>(s_rollgoal_az);
}
} // namespace dusk::gyro