forked from Clones/Controlify
✏️ Real-world gyro sensitivity
This commit is contained in:
@ -20,7 +20,7 @@ public class GamepadController extends AbstractController<GamepadState, GamepadC
|
||||
private GamepadState prevState = GamepadState.EMPTY;
|
||||
|
||||
private final RumbleManager rumbleManager;
|
||||
private GamepadState.GyroState absoluteGyro = GamepadState.GyroState.ORIGIN;
|
||||
private GamepadState.GyroState absoluteGyro = new GamepadState.GyroState();
|
||||
|
||||
public final GamepadDrivers drivers;
|
||||
private final Set<Driver> uniqueDrivers;
|
||||
@ -86,8 +86,8 @@ public class GamepadController extends AbstractController<GamepadState, GamepadC
|
||||
}
|
||||
|
||||
// TODO: Add some sort of gyro filtering
|
||||
GamepadState.GyroState gyroState = drivers.gyroDriver().getGyroState().subtracted(config().gyroCalibration);
|
||||
this.absoluteGyro = this.absoluteGyro.added(gyroState);
|
||||
GamepadState.GyroState gyroState = new GamepadState.GyroState(drivers.gyroDriver().getGyroState()).sub(config().gyroCalibration);
|
||||
this.absoluteGyro.add(gyroState);
|
||||
|
||||
state = new GamepadState(deadzoneAxesState, basicState.axes(), basicState.buttons(), gyroState, absoluteGyro);
|
||||
}
|
||||
|
Reference in New Issue
Block a user