Esempio n. 1
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 def whole(self, mapper, x, y, what):
     distance = sqrt(x * x + y * y)
     if distance < STICK_PAD_MAX_HALF:
         # Finger lifted or too close to middle
         self.angle = None
     else:
         # Compute current angle
         angle = atan2(x, y) + PI / 4
         # Compute movement
         if self.haptic:
             if self.angle is not None:
                 diff = self.angle - angle
                 # Ensure we don't wrap from pi to -pi creating a large delta
                 if angle > PI:
                     # Subtract a full rotation to counter the wrapping
                     angle -= 2 * PI
                 # And same from -pi to pi
                 elif angle < -PI:
                     # Add a full rotation to counter the wrapping
                     angle += 2 * PI
                 if abs(
                         diff
                 ) < 6:  # Prevents crazy feedback burst when finger cross 360' angle
                     WholeHapticAction.change(self, mapper, diff * 10000, 0)
             self.angle = angle
         # Apply actual constant
         angle *= STICK_PAD_MAX / PI
         # Set axis on child action
         self.action.axis(mapper, angle * self.speed, 0)
         mapper.force_event.add(FE_PAD)
Esempio n. 2
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	def whole(self, mapper, x, y, what):
		distance = sqrt(x*x + y*y)
		if distance < STICK_PAD_MAX_HALF:
			# Finger lifted or too close to middle
			self.angle = None
		else:
			# Compute current angle
			angle = atan2(x, y) + PI / 4
			# Compute movement
			if self.haptic:
				if self.angle is not None:
					diff = self.angle - angle
					# Ensure we don't wrap from pi to -pi creating a large delta
					if angle > PI:
						# Subtract a full rotation to counter the wrapping
						angle -= 2 * PI
					# And same from -pi to pi
					elif angle < -PI:
						# Add a full rotation to counter the wrapping
						angle += 2 * PI
					if abs(diff) < 6:# Prevents crazy feedback burst when finger cross 360' angle
						WholeHapticAction.change(self, mapper, diff * 10000, 0, what)
				self.angle = angle
			# Apply actual constant
			angle *= STICK_PAD_MAX / PI
			# Set axis on child action
			self.action.axis(mapper, angle * self.speed, 0)
			mapper.force_event.add(FE_PAD)
Esempio n. 3
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 def whole(self, mapper, x, y, what):
     distance = sqrt(x * x + y * y)
     if distance < STICK_PAD_MAX_HALF:
         # Finger lifted or too close to middle
         self.angle = None
         self.travelled = 0
     else:
         # Compute current angle
         angle = atan2(x, y)
         # Compute movement
         if self.angle is None:
             # Finger just touched the pad
             self.angle, angle = angle, 0
         else:
             self.angle, angle = angle, self.angle - angle
             # Ensure we don't wrap from pi to -pi creating a large delta
             if angle > PI:
                 # Subtract a full rotation to counter the wrapping
                 angle -= 2 * PI
             # And same from -pi to pi
             elif angle < -PI:
                 # Add a full rotation to counter the wrapping
                 angle += 2 * PI
             if self.haptic:
                 WholeHapticAction.change(self, mapper, angle * 10000, 0)
         # Apply bulgarian constant
         angle *= 10000.0
         # Apply movement to child action
         self.action.change(mapper, -angle * self.speed, 0)
         mapper.force_event.add(FE_PAD)
Esempio n. 4
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    def _roll(self, mapper):
        # Compute time step
        _tmp = time.time()
        dt = _tmp - self._lastTime
        self._lastTime = _tmp

        # Free movement update velocity and compute movement
        self._xvel_dq.clear()
        self._yvel_dq.clear()

        _hyp = sqrt((self._xvel**2) + (self._yvel**2))
        if _hyp != 0.0:
            _ax = self._a * (abs(self._xvel) / _hyp)
            _ay = self._a * (abs(self._yvel) / _hyp)
        else:
            _ax = self._a
            _ay = self._a

        # Cap friction desceleration
        _dvx = min(abs(self._xvel), _ax * dt)
        _dvy = min(abs(self._yvel), _ay * dt)

        # compute new velocity
        _xvel = self._xvel - copysign(_dvx, self._xvel)
        _yvel = self._yvel - copysign(_dvy, self._yvel)

        # compute displacement
        dx = (((_xvel + self._xvel) / 2) * dt) / self._radscale
        dy = (((_yvel + self._yvel) / 2) * dt) / self._radscale

        self._xvel = _xvel
        self._yvel = _yvel

        if dx or dy:
            self.action.add(mapper, dx * self.speed[0], dy * self.speed[1])
            if self.haptic:
                WholeHapticAction.add(self, mapper, dx, dy)
            mapper.schedule(0, self._roll)
Esempio n. 5
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	def _roll(self, mapper):
		# Compute time step
		t = time.time()
		dt, self._lastTime = t - self._lastTime, t
		
		# Free movement update velocity and compute movement
		self._xvel_dq.clear()
		self._yvel_dq.clear()
		
		_hyp = sqrt((self._xvel**2) + (self._yvel**2))
		if _hyp != 0.0:
			_ax = self._a * (abs(self._xvel) / _hyp)
			_ay = self._a * (abs(self._yvel) / _hyp)
		else:
			_ax = self._a
			_ay = self._a
		
		# Cap friction desceleration
		_dvx = min(abs(self._xvel), _ax * dt)
		_dvy = min(abs(self._yvel), _ay * dt)
		
		# compute new velocity
		_xvel = self._xvel - copysign(_dvx, self._xvel)
		_yvel = self._yvel - copysign(_dvy, self._yvel)
		
		# compute displacement
		dx = (((_xvel + self._xvel) / 2) * dt) / self._radscale
		dy = (((_yvel + self._yvel) / 2) * dt) / self._radscale
		
		self._xvel = _xvel
		self._yvel = _yvel
		
		self.action.add(mapper, dx * self.speed[0], dy * self.speed[1])
		if dx or dy:
			if self.haptic:
				WholeHapticAction.add(self, mapper, dx, dy)
			self._roll_task = mapper.schedule(0.02, self._roll)
Esempio n. 6
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 def get_haptic(self):
     if self.action and hasattr(self.action, "get_haptic"):
         return self.action.get_haptic()
     else:
         return WholeHapticAction.get_haptic(self)
Esempio n. 7
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 def set_haptic(self, hd):
     if self.action and hasattr(self.action, "set_haptic"):
         self.action.set_haptic(hd)
     else:
         WholeHapticAction.set_haptic(self, hd)
Esempio n. 8
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 def __init__(self, *params):
     Modifier.__init__(self, *params)
     WholeHapticAction.__init__(self)
Esempio n. 9
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	def get_haptic(self):
		if self.action and hasattr(self.action, "get_haptic"):
			return self.action.get_haptic()
		else:
			return WholeHapticAction.get_haptic(self)
Esempio n. 10
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	def set_haptic(self, hd):
		if self.action and hasattr(self.action, "set_haptic"):
			self.action.set_haptic(hd)
		else:
			WholeHapticAction.set_haptic(self, hd)
Esempio n. 11
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	def __init__(self, *params):
		Modifier.__init__(self, *params)
		WholeHapticAction.__init__(self)
Esempio n. 12
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 def __init__(self, *params):
     # Piece of backwards compatibility
     if len(params) >= 1 and params[0] in Rels:
         params = [MouseAction(params[0])]
     Modifier.__init__(self, *params)
     WholeHapticAction.__init__(self)