Added support for getting gravity vector from iOS
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efa9ded5f9
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5e4dcb3b7f
7 changed files with 34 additions and 6 deletions
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@ -70,6 +70,7 @@ void Input::_bind_methods() {
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ClassDB::bind_method(_MD("get_joy_axis_index_from_string", "axis"), &Input::get_joy_axis_index_from_string);
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ClassDB::bind_method(_MD("start_joy_vibration", "device", "weak_magnitude", "strong_magnitude", "duration"), &Input::start_joy_vibration, DEFVAL(0));
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ClassDB::bind_method(_MD("stop_joy_vibration", "device"), &Input::stop_joy_vibration);
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ClassDB::bind_method(_MD("get_gravity"),&Input::get_gravity);
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ClassDB::bind_method(_MD("get_accelerometer"),&Input::get_accelerometer);
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ClassDB::bind_method(_MD("get_magnetometer"),&Input::get_magnetometer);
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ClassDB::bind_method(_MD("get_gyroscope"),&Input::get_gyroscope);
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@ -82,6 +82,7 @@ public:
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virtual void warp_mouse_pos(const Vector2& p_to)=0;
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virtual Vector3 get_gravity() const=0;
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virtual Vector3 get_accelerometer() const=0;
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virtual Vector3 get_magnetometer() const=0;
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virtual Vector3 get_gyroscope() const=0;
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@ -277,6 +277,12 @@ void InputDefault::joy_connection_changed(int p_idx, bool p_connected, String p_
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emit_signal("joy_connection_changed", p_idx, p_connected);
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};
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Vector3 InputDefault::get_gravity() const{
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_THREAD_SAFE_METHOD_
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return gravity;
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}
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Vector3 InputDefault::get_accelerometer() const{
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_THREAD_SAFE_METHOD_
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@ -423,6 +429,14 @@ void InputDefault::stop_joy_vibration(int p_device) {
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joy_vibration[p_device] = vibration;
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}
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void InputDefault::set_gravity(const Vector3& p_gravity) {
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_THREAD_SAFE_METHOD_
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gravity=p_gravity;
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}
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void InputDefault::set_accelerometer(const Vector3& p_accel) {
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_THREAD_SAFE_METHOD_
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@ -44,6 +44,7 @@ class InputDefault : public Input {
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Set<int> joy_buttons_pressed;
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Map<int,float> _joy_axis;
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//Map<StringName,int> custom_action_press;
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Vector3 gravity;
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Vector3 accelerometer;
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Vector3 magnetometer;
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Vector3 gyroscope;
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@ -191,6 +192,7 @@ public:
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void joy_connection_changed(int p_idx, bool p_connected, String p_name, String p_guid = "");
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void parse_joypad_mapping(String p_mapping, bool p_update_existing);
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virtual Vector3 get_gravity() const;
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virtual Vector3 get_accelerometer() const;
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virtual Vector3 get_magnetometer() const;
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virtual Vector3 get_gyroscope() const;
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@ -203,6 +205,7 @@ public:
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void parse_input_event(const InputEvent& p_event);
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void set_gravity(const Vector3& p_gravity);
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void set_accelerometer(const Vector3& p_accel);
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void set_magnetometer(const Vector3& p_magnetometer);
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void set_gyroscope(const Vector3& p_gyroscope);
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@ -218,25 +218,29 @@ static int frame_count = 0;
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// a good thing when you're trying to get your user to move the screen in all directions and want consistent output
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///@TODO Using [[UIApplication sharedApplication] statusBarOrientation] is a bit of a hack. Godot obviously knows the orientation so maybe we
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// can use that instead?
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// can use that instead? (note that left and right seem swapped)
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switch ([[UIApplication sharedApplication] statusBarOrientation]) {
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case UIDeviceOrientationLandscapeLeft: {
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OSIPhone::get_singleton()->update_accelerometer(-(acceleration.y + gravity.y), acceleration.x + gravity.x, acceleration.z + gravity.z);
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OSIPhone::get_singleton()->update_gravity(-gravity.y, gravity.x, gravity.z);
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OSIPhone::get_singleton()->update_accelerometer(-(acceleration.y + gravity.y), (acceleration.x + gravity.x), acceleration.z + gravity.z);
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OSIPhone::get_singleton()->update_magnetometer(-magnetic.y, magnetic.x, magnetic.z);
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OSIPhone::get_singleton()->update_gyroscope(-rotation.y, rotation.x, rotation.z);
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}; break;
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case UIDeviceOrientationLandscapeRight: {
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OSIPhone::get_singleton()->update_accelerometer(acceleration.y + gravity.y, acceleration.x + gravity.x, acceleration.z + gravity.z);
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OSIPhone::get_singleton()->update_magnetometer(magnetic.y, magnetic.x, magnetic.z);
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OSIPhone::get_singleton()->update_gyroscope(rotation.y, rotation.x, rotation.z);
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OSIPhone::get_singleton()->update_gravity(gravity.y, -gravity.x, gravity.z);
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OSIPhone::get_singleton()->update_accelerometer((acceleration.y + gravity.y), -(acceleration.x + gravity.x), acceleration.z + gravity.z);
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OSIPhone::get_singleton()->update_magnetometer(magnetic.y, -magnetic.x, magnetic.z);
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OSIPhone::get_singleton()->update_gyroscope(rotation.y, -rotation.x, rotation.z);
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}; break;
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case UIDeviceOrientationPortraitUpsideDown: {
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OSIPhone::get_singleton()->update_accelerometer(-(acceleration.x + gravity.x), acceleration.y + gravity.y, acceleration.z + gravity.z);
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OSIPhone::get_singleton()->update_gravity(-gravity.x, gravity.y, gravity.z);
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OSIPhone::get_singleton()->update_accelerometer(-(acceleration.x + gravity.x), (acceleration.y + gravity.y), acceleration.z + gravity.z);
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OSIPhone::get_singleton()->update_magnetometer(-magnetic.x, magnetic.y, magnetic.z);
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OSIPhone::get_singleton()->update_gyroscope(-rotation.x, rotation.y, rotation.z);
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}; break;
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default: { // assume portrait
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OSIPhone::get_singleton()->update_gravity(gravity.x, gravity.y, gravity.z);
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OSIPhone::get_singleton()->update_accelerometer(acceleration.x + gravity.x, acceleration.y + gravity.y, acceleration.z + gravity.z);
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OSIPhone::get_singleton()->update_magnetometer(magnetic.x, magnetic.y, magnetic.z);
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OSIPhone::get_singleton()->update_gyroscope(rotation.x, rotation.y, rotation.z);
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@ -323,6 +323,10 @@ void OSIPhone::touches_cancelled() {
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static const float ACCEL_RANGE = 1;
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void OSIPhone::update_gravity(float p_x, float p_y, float p_z) {
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input->set_gravity(Vector3(p_x, p_y, p_z));
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};
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void OSIPhone::update_accelerometer(float p_x, float p_y, float p_z) {
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// Found out the Z should not be negated! Pass as is!
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@ -152,6 +152,7 @@ public:
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int set_base_framebuffer(int p_fb);
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void update_gravity(float p_x, float p_y, float p_z);
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void update_accelerometer(float p_x, float p_y, float p_z);
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void update_magnetometer(float p_x, float p_y, float p_z);
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void update_gyroscope(float p_x, float p_y, float p_z);
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