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Attempted to follow the instructions in CodeGen/README.md, and then updated the dll/so/dylib files and the info in Version.cs
This was done on Windows (and thus there are unfortunately line ending changes in this), so I assume it's preferable to just have someone more connected to the project do it directly on Linux :/ But figured I would try to contribute a version update since I was asking for it in rlabrecque#687
Additionally, some parts of the API seem to have been deprecated/removed - those functions look less common but worth calling out.
// Sensor-fused absolute rotation; will drift in heading toward average
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// Gyro Quaternion:
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// Absolute rotation of the controller since wakeup, using the Accelerometer reading at startup to determine the first value.
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// This means real world "up" is know, but heading is not known.
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// Every rotation packet is integrated using sensor time delta, and that change is used to update this quaternion.
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// A Quaternion Identity ( x:0, y:0, z:0, w:1 ) will be sent in the first few packets while the controller's IMU is still waking up;
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// some controllers have a short "warmup" period before these values should be used.
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// After the first time GetMotionData is called per controller handle, the IMU will be active until your app is closed.
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// The exception is the Sony Dualshock, which will stay on until the controller has been turned off.
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// Filtering: When rotating the controller at low speeds, low level noise is filtered out without noticeable latency. High speed movement is always unfiltered.
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// Drift: Gyroscopic "Drift" can be fixed using the Steam Input "Gyro Calibration" button. Users will have to be informed of this feature.
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float rotQuatX;
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float rotQuatY;
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float rotQuatZ;
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float rotQuatW;
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// Positional acceleration
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float posAccelX;
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float posAccelY;
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float posAccelZ;
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// This represents only the latest hardware packet's state.
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// Values range from -SHRT_MAX..SHRT_MAX
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// This represents -2G..+2G along each axis
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float posAccelX; // +tive when controller's Right hand side is pointed toward the sky.
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float posAccelY; // +tive when controller's charging port (forward side of controller) is pointed toward the sky.
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float posAccelZ; // +tive when controller's sticks point toward the sky.
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// Angular velocity
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float rotVelX;
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float rotVelY;
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float rotVelZ;
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// Values range from -SHRT_MAX..SHRT_MAX
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// These values map to a real world range of -2000..+2000 degrees per second on each axis (SDL standard)
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// This represents only the latest hardware packet's state.
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