Modify gyro aim implementation to add aim reset and low pass filter, copy RT64 DLL dependencies to output folder
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@ -188,13 +188,13 @@ if (WIN32)
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${sdl2_SOURCE_DIR}/lib/x64
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)
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# Copy SDL2 DLL to output folder as post build step
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if (WIN32)
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add_custom_command(TARGET MMRecomp POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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"${sdl2_SOURCE_DIR}/lib/x64/SDL2.dll"
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$<TARGET_FILE_DIR:MMRecomp>)
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endif()
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# Copy SDL2 and dxc DLLs to output folder as post build step
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add_custom_command(TARGET MMRecomp POST_BUILD
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COMMAND ${CMAKE_COMMAND} -E copy_if_different
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"${sdl2_SOURCE_DIR}/lib/x64/SDL2.dll"
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"${CMAKE_SOURCE_DIR}/lib/RT64-HLE/src/contrib/dxc/bin/x64/dxil.dll"
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"${CMAKE_SOURCE_DIR}/lib/RT64-HLE/src/contrib/dxc/bin/x64/dxcompiler.dll"
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$<TARGET_FILE_DIR:MMRecomp>)
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endif()
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target_link_libraries(MMRecomp PRIVATE
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@ -20,14 +20,38 @@ s32 func_80847190(PlayState* play, Player* this, s32 arg2) {
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this->actor.focus.rot.y += var_s0;
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}
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else {
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float gyro_x, gyro_y;
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recomp_get_gyro_deltas(&gyro_x, &gyro_y);
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static float total_gyro_x, total_gyro_y;
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static float filtered_gyro_x, filtered_gyro_y;
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static int applied_gyro_x, applied_gyro_y;
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const float filter_factor = 0.50f;
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// TODO remappable gyro reset button
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if (play->state.input[0].press.button & BTN_L) {
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total_gyro_x = 0;
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total_gyro_y = 0;
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filtered_gyro_x = 0;
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filtered_gyro_y = 0;
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}
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float delta_gyro_x, delta_gyro_y;
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recomp_get_gyro_deltas(&delta_gyro_x, &delta_gyro_y);
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total_gyro_x += delta_gyro_x;
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total_gyro_y += delta_gyro_y;
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filtered_gyro_x = filtered_gyro_x * filter_factor + total_gyro_x * (1.0f - filter_factor);
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filtered_gyro_y = filtered_gyro_y * filter_factor + total_gyro_y * (1.0f - filter_factor);
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int target_gyro_x = (int)filtered_gyro_x;
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int target_gyro_y = (int)filtered_gyro_y;
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s16 temp3;
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temp3 = ((play->state.input[0].rel.stick_y >= 0) ? 1 : -1) *
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(s32)((1.0f - Math_CosS(play->state.input[0].rel.stick_y * 0xC8)) * 1500.0f);
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this->actor.focus.rot.x += temp3 + (s32)(gyro_x * -3.0f);
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this->actor.focus.rot.x += temp3 + (s32)((target_gyro_x - applied_gyro_x) * -3.0f);
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applied_gyro_x = target_gyro_x;
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if (this->stateFlags1 & PLAYER_STATE1_800000) {
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this->actor.focus.rot.x = CLAMP(this->actor.focus.rot.x, -0x1F40, 0xFA0);
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@ -39,7 +63,8 @@ s32 func_80847190(PlayState* play, Player* this, s32 arg2) {
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var_s0 = this->actor.focus.rot.y - this->actor.shape.rot.y;
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temp3 = ((play->state.input[0].rel.stick_x >= 0) ? 1 : -1) *
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(s32)((1.0f - Math_CosS(play->state.input[0].rel.stick_x * 0xC8)) * -1500.0f);
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var_s0 += temp3 + (s32)(gyro_y * 3.0f);
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var_s0 += temp3 + (s32)((target_gyro_y - applied_gyro_y) * 3.0f);
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applied_gyro_y = target_gyro_y;
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this->actor.focus.rot.y = CLAMP(var_s0, -0x4AAA, 0x4AAA) + this->actor.shape.rot.y;
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}
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