Game Development Reference

In-Depth Information

To use the input device to drive a model requires the calibration

previously outlined. In this code segment we use the following variables to

define the rotation limits:

numerical value from the A/D conversion when the suit is at

minimum heading

AdminH

numerical minimum rotation value for the Euler angle

heading for the current object

minH

numerical value from the A/D conversion when the suit is at

minimum pitch

AdminP

numerical minimum rotation value for the Euler angle pitch

for the current object

minP

numerical value from the A/D conversion when the suit is at

minimum bank

AdminB

numerical minimum rotation value for the Euler angle bank

for the current object

minB

numerical value from the A/D conversion when the suit is at

maximum heading

AdmaxH

numerical maximum rotation value for the Euler angle

heading for the current object

maxH

the numerical value from the A/D conversion when the suit

is at maximum pitch

AdmaxP

numerical maximum rotation value for the Euler angle pitch

for the current object

maxP

the numerical value from the A/D conversion when the suit

is at maximum bank

AdmaxB

numerical maximum rotation value for the Euler angle bank

for the current object

maxB

lowest 4 bits A/D channel, highest 4 bits multiplexer

channel for heading

mcChannelH

lowest 4 bits A/D channel, highest 4 bits multiplexer

channel for pitch

mcChannelP

lowest 4 bits A/D channel, highest 4 bits multiplexer

channel for bank

mcChannelB

Using these values we can determine the current orientation by setting

the multiplexer and A/D channel. We then read the value from the current

channel. If the A/D minimum value is less than the maximum value, the

orientation will be given by first setting the limits to with bounds. Then the

current channel orientation is

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