Removed MotionInput Calibration (#4705)

Don't know why this is here.
It just seems to set the filter to an identity. Which then quickly returns to where its supposed to be anyways.
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SpicerXD 2023-04-22 08:31:28 -05:00 committed by GitHub
parent add2a9d151
commit e27f5522e2
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@ -12,7 +12,6 @@ namespace Ryujinx.Input
public Vector3 Rotation { get; set; } public Vector3 Rotation { get; set; }
private readonly MotionSensorFilter _filter; private readonly MotionSensorFilter _filter;
private int _calibrationFrame = 0;
public MotionInput() public MotionInput()
{ {
@ -29,26 +28,6 @@ namespace Ryujinx.Input
{ {
if (TimeStamp != 0) if (TimeStamp != 0)
{ {
if (gyro.Length() <= 1f && accel.Length() >= 0.8f && accel.Z >= 0.8f)
{
_calibrationFrame++;
if (_calibrationFrame >= 90)
{
gyro = Vector3.Zero;
Rotation = Vector3.Zero;
_filter.Reset();
_calibrationFrame = 0;
}
}
else
{
_calibrationFrame = 0;
}
Accelerometer = -accel; Accelerometer = -accel;
if (gyro.Length() < deadzone) if (gyro.Length() < deadzone)