mirror of
https://github.com/shadps4-emu/shadPS4.git
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* Fix sensor handling if they are enabled but an error was thrown regardless * Initialise orientation to a default value + clang
296 lines
8.6 KiB
C++
296 lines
8.6 KiB
C++
// SPDX-FileCopyrightText: Copyright 2024 shadPS4 Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include <SDL3/SDL.h>
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#include "common/config.h"
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#include "common/logging/log.h"
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#include "core/libraries/kernel/time.h"
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#include "core/libraries/pad/pad.h"
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#include "input/controller.h"
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namespace Input {
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using Libraries::Pad::OrbisPadButtonDataOffset;
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void State::OnButton(OrbisPadButtonDataOffset button, bool isPressed) {
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if (isPressed) {
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buttonsState |= button;
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} else {
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buttonsState &= ~button;
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}
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}
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void State::OnAxis(Axis axis, int value) {
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const auto toggle = [&](const auto button) {
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if (value > 0) {
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buttonsState |= button;
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} else {
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buttonsState &= ~button;
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}
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};
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switch (axis) {
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case Axis::TriggerLeft:
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toggle(OrbisPadButtonDataOffset::L2);
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break;
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case Axis::TriggerRight:
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toggle(OrbisPadButtonDataOffset::R2);
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break;
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default:
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break;
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}
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axes[static_cast<int>(axis)] = value;
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}
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void State::OnTouchpad(int touchIndex, bool isDown, float x, float y) {
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touchpad[touchIndex].state = isDown;
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touchpad[touchIndex].x = static_cast<u16>(x * 1920);
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touchpad[touchIndex].y = static_cast<u16>(y * 941);
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}
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void State::OnGyro(const float gyro[3]) {
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angularVelocity.x = gyro[0];
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angularVelocity.y = gyro[1];
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angularVelocity.z = gyro[2];
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}
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void State::OnAccel(const float accel[3]) {
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acceleration.x = accel[0];
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acceleration.y = accel[1];
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acceleration.z = accel[2];
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}
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GameController::GameController() {
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m_states_num = 0;
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m_last_state = State();
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}
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void GameController::ReadState(State* state, bool* isConnected, int* connectedCount) {
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std::scoped_lock lock{m_mutex};
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*isConnected = m_connected;
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*connectedCount = m_connected_count;
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*state = GetLastState();
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}
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int GameController::ReadStates(State* states, int states_num, bool* isConnected,
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int* connectedCount) {
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std::scoped_lock lock{m_mutex};
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*isConnected = m_connected;
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*connectedCount = m_connected_count;
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int ret_num = 0;
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if (m_connected) {
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if (m_states_num == 0) {
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ret_num = 1;
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states[0] = m_last_state;
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} else {
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for (uint32_t i = 0; i < m_states_num; i++) {
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if (ret_num >= states_num) {
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break;
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}
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auto index = (m_first_state + i) % MAX_STATES;
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if (!m_private[index].obtained) {
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m_private[index].obtained = true;
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states[ret_num++] = m_states[index];
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}
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}
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}
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}
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return ret_num;
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}
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State GameController::GetLastState() const {
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if (m_states_num == 0) {
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return m_last_state;
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}
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const u32 last = (m_first_state + m_states_num - 1) % MAX_STATES;
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return m_states[last];
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}
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void GameController::AddState(const State& state) {
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if (m_states_num >= MAX_STATES) {
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m_states_num = MAX_STATES - 1;
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m_first_state = (m_first_state + 1) % MAX_STATES;
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}
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const u32 index = (m_first_state + m_states_num) % MAX_STATES;
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m_states[index] = state;
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m_last_state = state;
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m_private[index].obtained = false;
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m_states_num++;
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}
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void GameController::CheckButton(int id, OrbisPadButtonDataOffset button, bool is_pressed) {
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std::scoped_lock lock{m_mutex};
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auto state = GetLastState();
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state.time = Libraries::Kernel::sceKernelGetProcessTime();
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state.OnButton(button, is_pressed);
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AddState(state);
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}
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void GameController::Axis(int id, Input::Axis axis, int value) {
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std::scoped_lock lock{m_mutex};
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auto state = GetLastState();
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state.time = Libraries::Kernel::sceKernelGetProcessTime();
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state.OnAxis(axis, value);
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AddState(state);
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}
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void GameController::Gyro(int id, const float gyro[3]) {
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std::scoped_lock lock{m_mutex};
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auto state = GetLastState();
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state.time = Libraries::Kernel::sceKernelGetProcessTime();
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// Update the angular velocity (gyro data)
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state.OnGyro(gyro);
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AddState(state);
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}
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void GameController::Acceleration(int id, const float acceleration[3]) {
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std::scoped_lock lock{m_mutex};
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auto state = GetLastState();
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state.time = Libraries::Kernel::sceKernelGetProcessTime();
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// Update the acceleration values
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state.OnAccel(acceleration);
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AddState(state);
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}
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// Stolen from
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// https://github.com/xioTechnologies/Open-Source-AHRS-With-x-IMU/blob/master/x-IMU%20IMU%20and%20AHRS%20Algorithms/x-IMU%20IMU%20and%20AHRS%20Algorithms/AHRS/MahonyAHRS.cs
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float eInt[3] = {0.0f, 0.0f, 0.0f}; // Integral error terms
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const float Kp = 50.0f; // Proportional gain
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const float Ki = 1.0f; // Integral gain
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Libraries::Pad::OrbisFQuaternion o = {1, 0, 0, 0};
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void GameController::CalculateOrientation(Libraries::Pad::OrbisFVector3& acceleration,
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Libraries::Pad::OrbisFVector3& angularVelocity,
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float deltaTime,
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Libraries::Pad::OrbisFQuaternion& orientation) {
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float ax = acceleration.x, ay = acceleration.y, az = acceleration.z;
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float gx = angularVelocity.x, gy = angularVelocity.y, gz = angularVelocity.z;
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float q1 = o.w, q2 = o.x, q3 = o.y, q4 = o.z;
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// Normalize accelerometer measurement
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float norm = std::sqrt(ax * ax + ay * ay + az * az);
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if (norm == 0.0f || deltaTime == 0.0f)
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return; // Handle NaN
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norm = 1.0f / norm;
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ax *= norm;
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ay *= norm;
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az *= norm;
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// Estimated direction of gravity
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float vx = 2.0f * (q2 * q4 - q1 * q3);
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float vy = 2.0f * (q1 * q2 + q3 * q4);
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float vz = q1 * q1 - q2 * q2 - q3 * q3 + q4 * q4;
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// Error is cross product between estimated direction and measured direction of gravity
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float ex = (ay * vz - az * vy);
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float ey = (az * vx - ax * vz);
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float ez = (ax * vy - ay * vx);
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if (Ki > 0.0f) {
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eInt[0] += ex * deltaTime; // Accumulate integral error
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eInt[1] += ey * deltaTime;
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eInt[2] += ez * deltaTime;
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} else {
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eInt[0] = eInt[1] = eInt[2] = 0.0f; // Prevent integral wind-up
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}
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// Apply feedback terms
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gx += Kp * ex + Ki * eInt[0];
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gy += Kp * ey + Ki * eInt[1];
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gz += Kp * ez + Ki * eInt[2];
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//// Integrate rate of change of quaternion
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q1 += (-q2 * gx - q3 * gy - q4 * gz) * (0.5f * deltaTime);
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q2 += (q1 * gx + q3 * gz - q4 * gy) * (0.5f * deltaTime);
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q3 += (q1 * gy - q2 * gz + q4 * gx) * (0.5f * deltaTime);
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q4 += (q1 * gz + q2 * gy - q3 * gx) * (0.5f * deltaTime);
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// Normalize quaternion
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norm = std::sqrt(q1 * q1 + q2 * q2 + q3 * q3 + q4 * q4);
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norm = 1.0f / norm;
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orientation.w = q1 * norm;
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orientation.x = q2 * norm;
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orientation.y = q3 * norm;
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orientation.z = q4 * norm;
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o.w = q1 * norm;
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o.x = q2 * norm;
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o.y = q3 * norm;
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o.z = q4 * norm;
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LOG_DEBUG(Lib_Pad, "Calculated orientation: {:.2f} {:.2f} {:.2f} {:.2f}", orientation.x,
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orientation.y, orientation.z, orientation.w);
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}
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void GameController::SetLightBarRGB(u8 r, u8 g, u8 b) {
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if (!m_engine) {
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return;
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}
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std::scoped_lock _{m_mutex};
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m_engine->SetLightBarRGB(r, g, b);
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}
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void GameController::SetVibration(u8 smallMotor, u8 largeMotor) {
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if (!m_engine) {
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return;
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}
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std::scoped_lock _{m_mutex};
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m_engine->SetVibration(smallMotor, largeMotor);
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}
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void GameController::SetTouchpadState(int touchIndex, bool touchDown, float x, float y) {
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if (touchIndex < 2) {
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std::scoped_lock lock{m_mutex};
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auto state = GetLastState();
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state.time = Libraries::Kernel::sceKernelGetProcessTime();
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state.OnTouchpad(touchIndex, touchDown, x, y);
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AddState(state);
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}
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}
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void GameController::SetEngine(std::unique_ptr<Engine> engine) {
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std::scoped_lock _{m_mutex};
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m_engine = std::move(engine);
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if (m_engine) {
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m_engine->Init();
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}
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}
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Engine* GameController::GetEngine() {
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return m_engine.get();
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}
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u32 GameController::Poll() {
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if (m_connected) {
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std::scoped_lock lock{m_mutex};
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auto time = Libraries::Kernel::sceKernelGetProcessTime();
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if (m_states_num == 0) {
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auto diff = (time - m_last_state.time) / 1000;
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if (diff >= 100) {
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AddState(GetLastState());
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}
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} else {
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auto index = (m_first_state - 1 + m_states_num) % MAX_STATES;
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auto diff = (time - m_states[index].time) / 1000;
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if (m_private[index].obtained && diff >= 100) {
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AddState(GetLastState());
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}
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}
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}
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return 100;
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}
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} // namespace Input
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