Added support for getting gravity vector from iOS

This commit is contained in:
BastiaanOlij 2016-11-23 23:32:44 +11:00
parent efa9ded5f9
commit 5e4dcb3b7f
7 changed files with 34 additions and 6 deletions

View file

@ -70,6 +70,7 @@ void Input::_bind_methods() {
ClassDB::bind_method(_MD("get_joy_axis_index_from_string", "axis"), &Input::get_joy_axis_index_from_string);
ClassDB::bind_method(_MD("start_joy_vibration", "device", "weak_magnitude", "strong_magnitude", "duration"), &Input::start_joy_vibration, DEFVAL(0));
ClassDB::bind_method(_MD("stop_joy_vibration", "device"), &Input::stop_joy_vibration);
ClassDB::bind_method(_MD("get_gravity"),&Input::get_gravity);
ClassDB::bind_method(_MD("get_accelerometer"),&Input::get_accelerometer);
ClassDB::bind_method(_MD("get_magnetometer"),&Input::get_magnetometer);
ClassDB::bind_method(_MD("get_gyroscope"),&Input::get_gyroscope);

View file

@ -82,6 +82,7 @@ public:
virtual void warp_mouse_pos(const Vector2& p_to)=0;
virtual Vector3 get_gravity() const=0;
virtual Vector3 get_accelerometer() const=0;
virtual Vector3 get_magnetometer() const=0;
virtual Vector3 get_gyroscope() const=0;

View file

@ -277,6 +277,12 @@ void InputDefault::joy_connection_changed(int p_idx, bool p_connected, String p_
emit_signal("joy_connection_changed", p_idx, p_connected);
};
Vector3 InputDefault::get_gravity() const{
_THREAD_SAFE_METHOD_
return gravity;
}
Vector3 InputDefault::get_accelerometer() const{
_THREAD_SAFE_METHOD_
@ -423,6 +429,14 @@ void InputDefault::stop_joy_vibration(int p_device) {
joy_vibration[p_device] = vibration;
}
void InputDefault::set_gravity(const Vector3& p_gravity) {
_THREAD_SAFE_METHOD_
gravity=p_gravity;
}
void InputDefault::set_accelerometer(const Vector3& p_accel) {
_THREAD_SAFE_METHOD_

View file

@ -44,6 +44,7 @@ class InputDefault : public Input {
Set<int> joy_buttons_pressed;
Map<int,float> _joy_axis;
//Map<StringName,int> custom_action_press;
Vector3 gravity;
Vector3 accelerometer;
Vector3 magnetometer;
Vector3 gyroscope;
@ -191,6 +192,7 @@ public:
void joy_connection_changed(int p_idx, bool p_connected, String p_name, String p_guid = "");
void parse_joypad_mapping(String p_mapping, bool p_update_existing);
virtual Vector3 get_gravity() const;
virtual Vector3 get_accelerometer() const;
virtual Vector3 get_magnetometer() const;
virtual Vector3 get_gyroscope() const;
@ -203,6 +205,7 @@ public:
void parse_input_event(const InputEvent& p_event);
void set_gravity(const Vector3& p_gravity);
void set_accelerometer(const Vector3& p_accel);
void set_magnetometer(const Vector3& p_magnetometer);
void set_gyroscope(const Vector3& p_gyroscope);

View file

@ -218,25 +218,29 @@ static int frame_count = 0;
// a good thing when you're trying to get your user to move the screen in all directions and want consistent output
///@TODO Using [[UIApplication sharedApplication] statusBarOrientation] is a bit of a hack. Godot obviously knows the orientation so maybe we
// can use that instead?
// can use that instead? (note that left and right seem swapped)
switch ([[UIApplication sharedApplication] statusBarOrientation]) {
case UIDeviceOrientationLandscapeLeft: {
OSIPhone::get_singleton()->update_accelerometer(-(acceleration.y + gravity.y), acceleration.x + gravity.x, acceleration.z + gravity.z);
OSIPhone::get_singleton()->update_gravity(-gravity.y, gravity.x, gravity.z);
OSIPhone::get_singleton()->update_accelerometer(-(acceleration.y + gravity.y), (acceleration.x + gravity.x), acceleration.z + gravity.z);
OSIPhone::get_singleton()->update_magnetometer(-magnetic.y, magnetic.x, magnetic.z);
OSIPhone::get_singleton()->update_gyroscope(-rotation.y, rotation.x, rotation.z);
}; break;
case UIDeviceOrientationLandscapeRight: {
OSIPhone::get_singleton()->update_accelerometer(acceleration.y + gravity.y, acceleration.x + gravity.x, acceleration.z + gravity.z);
OSIPhone::get_singleton()->update_magnetometer(magnetic.y, magnetic.x, magnetic.z);
OSIPhone::get_singleton()->update_gyroscope(rotation.y, rotation.x, rotation.z);
OSIPhone::get_singleton()->update_gravity(gravity.y, -gravity.x, gravity.z);
OSIPhone::get_singleton()->update_accelerometer((acceleration.y + gravity.y), -(acceleration.x + gravity.x), acceleration.z + gravity.z);
OSIPhone::get_singleton()->update_magnetometer(magnetic.y, -magnetic.x, magnetic.z);
OSIPhone::get_singleton()->update_gyroscope(rotation.y, -rotation.x, rotation.z);
}; break;
case UIDeviceOrientationPortraitUpsideDown: {
OSIPhone::get_singleton()->update_accelerometer(-(acceleration.x + gravity.x), acceleration.y + gravity.y, acceleration.z + gravity.z);
OSIPhone::get_singleton()->update_gravity(-gravity.x, gravity.y, gravity.z);
OSIPhone::get_singleton()->update_accelerometer(-(acceleration.x + gravity.x), (acceleration.y + gravity.y), acceleration.z + gravity.z);
OSIPhone::get_singleton()->update_magnetometer(-magnetic.x, magnetic.y, magnetic.z);
OSIPhone::get_singleton()->update_gyroscope(-rotation.x, rotation.y, rotation.z);
}; break;
default: { // assume portrait
OSIPhone::get_singleton()->update_gravity(gravity.x, gravity.y, gravity.z);
OSIPhone::get_singleton()->update_accelerometer(acceleration.x + gravity.x, acceleration.y + gravity.y, acceleration.z + gravity.z);
OSIPhone::get_singleton()->update_magnetometer(magnetic.x, magnetic.y, magnetic.z);
OSIPhone::get_singleton()->update_gyroscope(rotation.x, rotation.y, rotation.z);

View file

@ -323,6 +323,10 @@ void OSIPhone::touches_cancelled() {
static const float ACCEL_RANGE = 1;
void OSIPhone::update_gravity(float p_x, float p_y, float p_z) {
input->set_gravity(Vector3(p_x, p_y, p_z));
};
void OSIPhone::update_accelerometer(float p_x, float p_y, float p_z) {
// Found out the Z should not be negated! Pass as is!

View file

@ -152,6 +152,7 @@ public:
int set_base_framebuffer(int p_fb);
void update_gravity(float p_x, float p_y, float p_z);
void update_accelerometer(float p_x, float p_y, float p_z);
void update_magnetometer(float p_x, float p_y, float p_z);
void update_gyroscope(float p_x, float p_y, float p_z);