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Thread: DirectInput virtual gamepad (version 0.4f)

  1. #71
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    Quote Originally Posted by mrwonko View Post
    Ah, so that was you - I wondered at the time. Thanks!
    There was no way to say who it was from.. maybe I'll keep donating random amounts of money from different e-mail addresses to make you think you're popular.

    Quote Originally Posted by mrwonko View Post
    The axis range is in both directions, i.e. from -180 to +180 = a full 360 degrees. As for the position - see below.
    This is working great.

    Quote Originally Posted by mrwonko View Post
    I see - I've accidentally limited it to 180 since I've copied the code from the rotation. I've released a new version where it's fixed. Unfortunately VBulletin apparently doesn't allow title changes - maybe a moderator could remove the "(version 0.5f)" part from the title?
    It's working now! Thanks!!

    Quote Originally Posted by mrwonko View Post
    I think I may be calculating pitch/yaw/roll incorrectly - I'll need to investigate this, there's some math involved. I'll take a look and get back to you on this.
    ...
    The rotation calculation code is pretty broken, I'll see what I can do about it... it's not that easy to wrap my head around rotation matrix to euler conversions. Sixense's axes being different from the ones used by the resources I find doesn't make it any easier (but luckily not that much harder, either).
    [/QUOTE]

    This would be epic to have working!


    Quote Originally Posted by mrwonko View Post
    Nice demo! If you just want to read the controller position/rotation, directly using the SDK is way better. You get the exact rotation matrix, which you can plug straight into a Blender mathutils.Matrix. You'll just need a Python wrapper for the Sixense SDK - I'll see what I can do about that, I don't think there is one yet, is there? Provided I can get Boost.Python to compile this should be easy though. Then it's just a matter of importing the library and using a couple of functions.
    I would love to be able to get directly to python, but I don't really know programming. This would be a good speed boost, and help people who can't run ppjoy on windows 7/8.

    If you could do that, I'd be quite happy. (and then I'd hafta deal with the matrix / euler stuff on my own.. )

    Anyhow, I'm going to release a tech demo today for realz.. and the sword game, and the super hard spaceship v spaceship game, so you can play 'em if you dare!

  2. #72
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    Quote Originally Posted by PaulTheGreat View Post
    I would love to be able to get directly to python, but I don't really know programming. This would be a good speed boost, and help people who can't run ppjoy on windows 7/8.

    If you could do that, I'd be quite happy. (and then I'd hafta deal with the matrix / euler stuff on my own.. )

    Anyhow, I'm going to release a tech demo today for realz.. and the sword game, and the super hard spaceship v spaceship game, so you can play 'em if you dare!
    Sorry this took so long, I was waiting for Sixense to fix a bug in the SDK before releasing. Here's a Python binding for the SDK.

    Now I don't have to fix the bugs in my wrapper! Yay! (This forum needs an :ugly: smiley. Beware of irony!)

  3. #73
    yay!
    thanks alot, you da man, man!

  4. #74
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    New version 0.5 is out. Haven't fixed the angle calculation yet, but you can now change the origin at any time by pressing Buttons 1+2+3+4+Start (it had to be hard to accidentally press).

  5. #75
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    Quote Originally Posted by mrwonko View Post
    New version 0.5 is out. Haven't fixed the angle calculation yet, but you can now change the origin at any time by pressing Buttons 1+2+3+4+Start (it had to be hard to accidentally press).
    Not sure, but isn't position supposed to measure the controller's relative position to base and yaw the controller angle? Since now with defaults the yaw only changes if I move it to the other side of the base, while position changes when I rotate the controller around.

  6. #76
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    Quote Originally Posted by rezorrand View Post
    Not sure, but isn't position supposed to measure the controller's relative position to base and yaw the controller angle?
    No, it's relative to some point in space (the origin) you can set yourself. It wouldn't be very useful otherwise - you'd have to hold the controller inside the base for the position axes to be centered.

    Quote Originally Posted by rezorrand View Post
    Since now with defaults the yaw only changes if I move it to the other side of the base, while position changes when I rotate the controller around.
    Huh? I can't believe that, why do you think that?

  7. #77
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    Quote Originally Posted by mrwonko View Post
    No, it's relative to some point in space (the origin) you can set yourself. It wouldn't be very useful otherwise - you'd have to hold the controller inside the base for the position axes to be centered.
    Ah.. yeah, that makes sense. I hadn't reset the origin. :3

    Quote Originally Posted by mrwonko View Post
    Huh? I can't believe that, why do you think that?
    Also about the yaw-position thing I had misinterpreted the axises. My pardons. I had utterly and completely useless post. m(_ _)m

  8. #78
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    Quote Originally Posted by rezorrand View Post
    I had utterly and completely useless post. m(_ _)m
    No problem, glad we cleared it up.

  9. #79
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    The new 1234 start thing is pretty rad =)

  10. #80
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    Quote Originally Posted by PaulTheGreat View Post
    The new 1234 start thing is pretty rad =)
    Thanks, although it'll probably trigger some unwanted actions in most games, so I should probably add a keyboard shortcut. That's harder though.

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