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forked from Clones/Controlify

Another dramatic improvement to gyro control

This commit is contained in:
isXander
2023-06-12 22:03:01 +01:00
parent 4df60549c6
commit 3f820e1c01
8 changed files with 138 additions and 53 deletions

View File

@ -6,6 +6,7 @@ import dev.isxander.controlify.api.ingameinput.LookInputModifier;
import dev.isxander.controlify.controller.Controller;
import dev.isxander.controlify.api.event.ControlifyEvents;
import dev.isxander.controlify.controller.gamepad.GamepadController;
import dev.isxander.controlify.controller.gamepad.GamepadState;
import dev.isxander.controlify.utils.Animator;
import dev.isxander.controlify.utils.Easings;
import dev.isxander.controlify.utils.NavigationHelper;
@ -17,8 +18,7 @@ import net.minecraft.core.BlockPos;
import net.minecraft.core.Direction;
import net.minecraft.network.protocol.game.ServerboundPlayerActionPacket;
import net.minecraft.world.InteractionHand;
import org.joml.Vector2f;
import org.joml.Vector2fc;
import net.minecraft.world.entity.player.Player;
import java.util.concurrent.atomic.AtomicReference;
import java.util.function.BiFunction;
@ -30,6 +30,9 @@ public class InGameInputHandler {
private double lookInputX, lookInputY;
private boolean shouldShowPlayerList;
private GamepadState.GyroState gyroInput = GamepadState.GyroState.ORIGIN;
private boolean wasAiming;
private final NavigationHelper dropRepeatHelper;
public InGameInputHandler(Controller<?, ?> controller) {
@ -130,53 +133,68 @@ public class InGameInputHandler {
return;
}
var isAiming = isAiming(player);
float impulseY = 0f;
float impulseX = 0f;
// flick stick - turn 90 degrees immediately upon turning
// should be paired with gyro controls
if (gamepad != null && gamepad.config().flickStick) {
var turnAngle = 90 / 0.15f; // Entity#turn multiplies cursor delta by 0.15 to get rotation
AtomicReference<Float> lastAngle = new AtomicReference<>(0f);
Vector2fc flickVec = new Vector2f(
controller.bindings().LOOK_RIGHT.justPressed() ? 1 : controller.bindings().LOOK_LEFT.justPressed() ? -1 : 0,
controller.bindings().LOOK_DOWN.justPressed() ? 1 : controller.bindings().LOOK_UP.justPressed() ? -1 : 0
);
float flick = controller.bindings().LOOK_DOWN.justPressed() || controller.bindings().LOOK_RIGHT.justPressed() ? 1 : controller.bindings().LOOK_UP.justPressed() || controller.bindings().LOOK_LEFT.justPressed() ? -1 : 0;
if (!flickVec.equals(0, 0)) {
if (flick != 0f) {
AtomicReference<Float> lastAngle = new AtomicReference<>(0f);
Animator.INSTANCE.play(new Animator.AnimationInstance(10, Easings::easeOutExpo)
.addConsumer(angle -> {
player.turn((angle - lastAngle.get()) * flickVec.x(), (angle - lastAngle.get()) * flickVec.y());
player.turn((angle - lastAngle.get()) * flick, 0);
lastAngle.set(angle);
}, 0, turnAngle));
}
} else {
// normal look input
impulseY = controller.bindings().LOOK_DOWN.state() - controller.bindings().LOOK_UP.state();
impulseX = controller.bindings().LOOK_RIGHT.state() - controller.bindings().LOOK_LEFT.state();
impulseX *= Math.abs(impulseX);
impulseY *= Math.abs(impulseY);
return;
}
// normal look input
var impulseY = controller.bindings().LOOK_DOWN.state() - controller.bindings().LOOK_UP.state();
var impulseX = controller.bindings().LOOK_RIGHT.state() - controller.bindings().LOOK_LEFT.state();
impulseX *= Math.abs(impulseX);
impulseY *= Math.abs(impulseY);
if (controller.config().reduceAimingSensitivity && player != null && player.isUsingItem()) {
float aimMultiplier = switch (player.getUseItem().getUseAnimation()) {
case BOW, CROSSBOW, SPEAR -> 0.6f;
case SPYGLASS -> 0.2f;
default -> 1f;
};
impulseX *= aimMultiplier;
impulseY *= aimMultiplier;
if (controller.config().reduceAimingSensitivity && player != null && player.isUsingItem()) {
float aimMultiplier = switch (player.getUseItem().getUseAnimation()) {
case BOW, CROSSBOW, SPEAR -> 0.6f;
case SPYGLASS -> 0.2f;
default -> 1f;
};
impulseX *= aimMultiplier;
impulseY *= aimMultiplier;
}
}
// gyro input
if (gamepad != null
&& gamepad.hasGyro()
&& (!gamepad.config().gyroRequiresButton || gamepad.bindings().GAMEPAD_GYRO_BUTTON.held())
) {
var gyroDelta = gamepad.absoluteGyroState().deadzone(0.05f);
if (gamepad != null && gamepad.hasGyro()) {
boolean useGyro = false;
impulseY += -gyroDelta.pitch() * gamepad.config().gyroLookSensitivity * (gamepad.config().invertGyroY ? -1 : 1);
impulseX += (-gyroDelta.roll() + -gyroDelta.yaw()) * gamepad.config().gyroLookSensitivity * (gamepad.config().invertGyroX ? -1 : 1);
if (gamepad.config().gyroRequiresButton) {
if (gamepad.bindings().GAMEPAD_GYRO_BUTTON.justPressed() || (isAiming && !wasAiming))
gyroInput = GamepadState.GyroState.ORIGIN;
if (gamepad.bindings().GAMEPAD_GYRO_BUTTON.held() || isAiming) {
if (gamepad.config().relativeGyroMode)
gyroInput = gyroInput.added(gamepad.state().gyroDelta().multiplied(0.1f));
else
gyroInput = gamepad.state().gyroDelta();
useGyro = true;
}
} else {
gyroInput = gamepad.state().gyroDelta();
useGyro = true;
}
if (useGyro) {
impulseY += -gyroInput.pitch() * gamepad.config().gyroLookSensitivity * (gamepad.config().invertGyroY ? -1 : 1);
impulseX += (-gyroInput.roll() + -gyroInput.yaw()) * gamepad.config().gyroLookSensitivity * (gamepad.config().invertGyroX ? -1 : 1);
}
}
LookInputModifier lookInputModifier = ControlifyEvents.LOOK_INPUT_MODIFIER.invoker();
@ -185,6 +203,8 @@ public class InGameInputHandler {
lookInputX = impulseX * controller.config().horizontalLookSensitivity * 65f;
lookInputY = impulseY * controller.config().verticalLookSensitivity * 65f;
wasAiming = isAiming;
}
public void processPlayerLook(float deltaTime) {
@ -197,6 +217,13 @@ public class InGameInputHandler {
return this.shouldShowPlayerList;
}
private boolean isAiming(Player player) {
return player.isUsingItem() && switch (player.getUseItem().getUseAnimation()) {
case BOW, CROSSBOW, SPEAR, SPYGLASS -> true;
default -> false;
};
}
public record FunctionalLookInputModifier(BiFunction<Float, Controller<?, ?>, Float> x, BiFunction<Float, Controller<?, ?>, Float> y) implements LookInputModifier {
@Override
public float modifyX(float x, Controller<?, ?> controller) {