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	Merge pull request #1951 from wwylele/motion-sensor
Emulate motion sensor in frontend
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						7cfe3ef046
					
				
					 14 changed files with 321 additions and 16 deletions
				
			
		|  | @ -46,6 +46,7 @@ set(HEADERS | |||
|             microprofileui.h | ||||
|             platform.h | ||||
|             profiler_reporting.h | ||||
|             quaternion.h | ||||
|             scm_rev.h | ||||
|             scope_exit.h | ||||
|             string_util.h | ||||
|  |  | |||
|  | @ -10,6 +10,8 @@ | |||
| 
 | ||||
| namespace MathUtil { | ||||
| 
 | ||||
| static constexpr float PI = 3.14159265f; | ||||
| 
 | ||||
| inline bool IntervalsIntersect(unsigned start0, unsigned length0, unsigned start1, | ||||
|                                unsigned length1) { | ||||
|     return (std::max(start0, start1) < std::min(start0 + length0, start1 + length1)); | ||||
|  |  | |||
							
								
								
									
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								src/common/quaternion.h
									
										
									
									
									
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								src/common/quaternion.h
									
										
									
									
									
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							|  | @ -0,0 +1,44 @@ | |||
| // Copyright 2016 Citra Emulator Project
 | ||||
| // Licensed under GPLv2 or any later version
 | ||||
| // Refer to the license.txt file included.
 | ||||
| 
 | ||||
| #pragma once | ||||
| 
 | ||||
| #include "common/vector_math.h" | ||||
| 
 | ||||
| namespace Math { | ||||
| 
 | ||||
| template <typename T> | ||||
| class Quaternion { | ||||
| public: | ||||
|     Math::Vec3<T> xyz; | ||||
|     T w; | ||||
| 
 | ||||
|     Quaternion<decltype(-T{})> Inverse() const { | ||||
|         return {-xyz, w}; | ||||
|     } | ||||
| 
 | ||||
|     Quaternion<decltype(T{} + T{})> operator+(const Quaternion& other) const { | ||||
|         return {xyz + other.xyz, w + other.w}; | ||||
|     } | ||||
| 
 | ||||
|     Quaternion<decltype(T{} - T{})> operator-(const Quaternion& other) const { | ||||
|         return {xyz - other.xyz, w - other.w}; | ||||
|     } | ||||
| 
 | ||||
|     Quaternion<decltype(T{} * T{} - T{} * T{})> operator*(const Quaternion& other) const { | ||||
|         return {xyz * other.w + other.xyz * w + Cross(xyz, other.xyz), | ||||
|                 w * other.w - Dot(xyz, other.xyz)}; | ||||
|     } | ||||
| }; | ||||
| 
 | ||||
| template <typename T> | ||||
| auto QuaternionRotate(const Quaternion<T>& q, const Math::Vec3<T>& v) { | ||||
|     return v + 2 * Cross(q.xyz, Cross(q.xyz, v) + v * q.w); | ||||
| } | ||||
| 
 | ||||
| inline Quaternion<float> MakeQuaternion(const Math::Vec3<float>& axis, float angle) { | ||||
|     return {axis * std::sin(angle / 2), std::cos(angle / 2)}; | ||||
| } | ||||
| 
 | ||||
| } // namspace Math
 | ||||
|  | @ -4,6 +4,7 @@ | |||
| 
 | ||||
| #pragma once | ||||
| 
 | ||||
| #include <chrono> | ||||
| #include <condition_variable> | ||||
| #include <cstddef> | ||||
| #include <mutex> | ||||
|  | @ -54,6 +55,15 @@ public: | |||
|         is_set = false; | ||||
|     } | ||||
| 
 | ||||
|     template <class Clock, class Duration> | ||||
|     bool WaitUntil(const std::chrono::time_point<Clock, Duration>& time) { | ||||
|         std::unique_lock<std::mutex> lk(mutex); | ||||
|         if (!condvar.wait_until(lk, time, [this] { return is_set; })) | ||||
|             return false; | ||||
|         is_set = false; | ||||
|         return true; | ||||
|     } | ||||
| 
 | ||||
|     void Reset() { | ||||
|         std::unique_lock<std::mutex> lk(mutex); | ||||
|         // no other action required, since wait loops on the predicate and any lingering signal will
 | ||||
|  |  | |||
|  | @ -186,6 +186,18 @@ Vec2<T> operator*(const V& f, const Vec2<T>& vec) { | |||
| 
 | ||||
| typedef Vec2<float> Vec2f; | ||||
| 
 | ||||
| template <> | ||||
| inline float Vec2<float>::Length() const { | ||||
|     return std::sqrt(x * x + y * y); | ||||
| } | ||||
| 
 | ||||
| template <> | ||||
| inline float Vec2<float>::Normalize() { | ||||
|     float length = Length(); | ||||
|     *this /= length; | ||||
|     return length; | ||||
| } | ||||
| 
 | ||||
| template <typename T> | ||||
| class Vec3 { | ||||
| public: | ||||
|  | @ -388,6 +400,13 @@ inline Vec3<float> Vec3<float>::Normalized() const { | |||
|     return *this / Length(); | ||||
| } | ||||
| 
 | ||||
| template <> | ||||
| inline float Vec3<float>::Normalize() { | ||||
|     float length = Length(); | ||||
|     *this /= length; | ||||
|     return length; | ||||
| } | ||||
| 
 | ||||
| typedef Vec3<float> Vec3f; | ||||
| 
 | ||||
| template <typename T> | ||||
|  |  | |||
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