Fixed android gamepad axis input (#97)
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6ff6cd4b59
commit
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1 changed files with 7 additions and 7 deletions
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@ -397,25 +397,25 @@ void VulkanExampleBase::renderLoop()
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}
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// Check gamepad state
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// Check gamepad state
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const float deadZone = 0.10f;
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const float deadZone = 0.0015f;
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// todo : check if gamepad is present
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// todo : check if gamepad is present
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// todo : time based and relative axis positions
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// todo : time based and relative axis positions
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bool updateView = false;
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bool updateView = false;
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// Rotate
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// Rotate
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if (abs(gamePadState.axes.x) > deadZone)
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if (std::abs(gamePadState.axes.x - deadZone) > 0.0f)
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{
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{
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rotation.y += gamePadState.axes.x * 0.25f * rotationSpeed;
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rotation.y += gamePadState.axes.x * 0.5f * rotationSpeed;
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updateView = true;
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updateView = true;
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}
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}
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if (abs(gamePadState.axes.y) > deadZone)
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if (std::abs(gamePadState.axes.y - deadZone) > 0.0f)
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{
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{
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rotation.x -= gamePadState.axes.y * 0.25f * rotationSpeed;
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rotation.x -= gamePadState.axes.y * 0.5f * rotationSpeed;
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updateView = true;
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updateView = true;
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}
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}
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// Zoom
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// Zoom
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if (abs(gamePadState.axes.rz) > deadZone)
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if (std::abs(gamePadState.axes.rz - deadZone) > 0.0f)
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{
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{
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zoom -= gamePadState.axes.rz * 0.005f * zoomSpeed;
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zoom -= gamePadState.axes.rz * 0.01f * zoomSpeed;
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updateView = true;
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updateView = true;
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}
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}
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if (updateView)
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if (updateView)
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