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forked from Clones/Controlify

✏️ Real-world gyro sensitivity

This commit is contained in:
isXander
2023-06-15 18:34:28 +01:00
parent f7cf37f201
commit dc78eb61a2
10 changed files with 110 additions and 61 deletions

View File

@ -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);
}