From f81a7fb356c789c2b1b1a689e3776bc997a11587 Mon Sep 17 00:00:00 2001 From: pin Date: Thu, 20 May 2010 11:47:13 +0000 Subject: [PATCH] =?utf8?q?encore=20du=20m=C3=A9nage=20!?= MIME-Version: 1.0 Content-Type: text/plain; charset=utf8 Content-Transfer-Encoding: 8bit git-svn-id: https://svn.cri.ensmp.fr/svn/minwii/trunk@178 fe552daf-6dbe-4428-90eb-1537e0879342 --- WiiMouse IR G.PIE | 157 ------------ WiiMouse IR coeff0.1.PIE | 166 ------------- WiiMouse2IR coeff0.1.PIE | 281 --------------------- WiiMouse4IR coeff0.1.PIE | 520 --------------------------------------- setup.py | 16 ++ 5 files changed, 16 insertions(+), 1124 deletions(-) delete mode 100755 WiiMouse IR G.PIE delete mode 100755 WiiMouse IR coeff0.1.PIE delete mode 100644 WiiMouse2IR coeff0.1.PIE delete mode 100644 WiiMouse4IR coeff0.1.PIE create mode 100755 setup.py diff --git a/WiiMouse IR G.PIE b/WiiMouse IR G.PIE deleted file mode 100755 index dad484d..0000000 --- a/WiiMouse IR G.PIE +++ /dev/null @@ -1,157 +0,0 @@ -Wiimote1.led1 = true -Wiimote2.led1 = true -Wiimote2.led4 = true -Wiimote3.led2 = true -Wiimote4.led2 = true -Wiimote4.led4 = true -Wiimote5.led3 = true -Wiimote6.led3 = true -Wiimote6.led4 = true -//Mouse Control Script using IR -//by vkapadia with much assistance from inio -//vkapadia@vkapadia.com -// -//Calibration: -//To calibrate, run this program and put the Wiimote on a flat surface face-up. -//Then read the values in the debug line (next to the run button). -//Change these values until the debug line reads approx. all zeros. -var.xtrim = -7 -var.ytrim = -17 -var.ztrim = -7 -// -//Options: -var.deadzone = 5 //distance in pixels that you have to move the wiimote in - //order for it to register movement. Creates a "dead zone" around the pointer - //to make it easier to click. Higher = smoother but less accurate. -//fake cursor init -cursor2.visible = true -//more options to be added later - -//Controls: -//Point Wiimote = Move Mouse -//D-Pad = Arrow Keys -//B-Button = Left Click -//Home = Middle Click -//A-Button = Right Click -//Plus and Minus = Control Volume -//One = Unmapped -//Two = Unmapped -// -//If the pointer hits the edge of the screen, the Wiimote will rumble a bit. -// -//The LEDs attempt to emulate KITT's grill from Knight Rider - -//***Do not edit anything below this line unless you know what you are doing.*** -var.accx = wiimote.RawForceX + var.xtrim -var.accy = wiimote.RawForceY + var.ytrim -var.accz = wiimote.RawForceZ + var.ztrim - -if wiimote.dot1vis and wiimote.dot2vis then - - if var.accy > -7 then - var.orientation = 0 - elseif var.accy > -45 then - if var.accx < 0 then - var.orientation = 3 - else - var.orientation = 1 - endif - else - var.orientation = 2 - endif - - if var.leftpoint = 0 then - if var.orientation = 0 then - if wiimote.dot1x < wiimote.dot2x then - var.leftpoint = 1 - else - var.leftpoint = 2 - endif - endif - if var.orientation = 1 then - if wiimote.dot1y > wiimote.dot2y then - var.leftpoint = 1 - else - var.leftpoint = 2 - endif - endif - if var.orientation = 2 then - if wiimote.dot1x > wiimote.dot2x then - var.leftpoint = 1 - else - var.leftpoint = 2 - endif - endif - if var.orientation = 3 then - if wiimote.dot1y < wiimote.dot2y then - var.leftpoint = 1 - else - var.leftpoint = 2 - endif - endif - endif - - if var.leftpoint = 1 then - var.fix1x = wiimote.dot1x - var.fix1y = wiimote.dot1y - var.fix2x = wiimote.dot2x - var.fix2y = wiimote.dot2y - else - var.fix1x = wiimote.dot2x - var.fix1y = wiimote.dot2y - var.fix2x = wiimote.dot1x - var.fix2y = wiimote.dot1y - endif - - var.dx = var.fix2x - var.fix1x - var.dy = var.fix2y - var.fix1y - var.cx = (var.fix1x+var.fix2x)/1024.0 - 1 - var.cy = (var.fix1y+var.fix2y)/1024.0 - .75 - - var.d = sqrt(var.dx*var.dx+var.dy*var.dy) - - var.dx = var.dx / var.d - var.dy = var.dy / var.d - - var.ox = -var.dy*var.cy-var.dx*var.cx; - var.oy = -var.dx*var.cy+var.dy*var.cx; - - var.ax = (var.ox * screen.desktopwidth) + (screen.desktopwidth / 2) - var.ay = (-var.oy * screen.desktopwidth) + (screen.desktopheight / 2) - - var.dx = var.ax - cursor2.posx - var.dy = var.ay - cursor2.posy - - var.d = sqrt((var.dx*var.dx)+(var.dy*var.dy)) - - var.a = 180 / (200 + var.d * var.d * var.d * .001) - - if var.d <= var.deadzone then var.a = 1 - - //debug = var.d + " " + var.a - - var.finalx = cursor2.posx * var.a + var.ax * (1 - var.a) - var.finaly = cursor2.posy * var.a + var.ay * (1 - var.a) - - - cursor2.posx = smooth(var.finalx,3,5) - cursor2.posy = smooth(var.finaly,3,5) - -else - - var.leftpoint = 0 - -endif - -var.xpos = var.finalx -var.ypos = var.finaly -ppjoy1.analog0 = ensuremaprange(var.xpos,0,screen.desktopwidth,-1,1) -ppjoy1.analog1 = ensuremaprange(var.ypos,0,screen.desktopheight,-1,1) - -if wiimote1.B == true - ppjoy1.digital0 = true -else - ppjoy1.digital0 = false -endif - -debug = var.xpos+ " " + var.ypos diff --git a/WiiMouse IR coeff0.1.PIE b/WiiMouse IR coeff0.1.PIE deleted file mode 100755 index 8856f61..0000000 --- a/WiiMouse IR coeff0.1.PIE +++ /dev/null @@ -1,166 +0,0 @@ -Wiimote1.led1 = true -Wiimote2.led1 = true -Wiimote2.led4 = true -Wiimote3.led2 = true -Wiimote4.led2 = true -Wiimote4.led4 = true -Wiimote5.led3 = true -Wiimote6.led3 = true -Wiimote6.led4 = true -//Mouse Control Script using IR -//by vkapadia with much assistance from inio -//vkapadia@vkapadia.com -// -//Calibration: -//To calibrate, run this program and put the Wiimote on a flat surface face-up. -//Then read the values in the debug line (next to the run button). -//Change these values until the debug line reads approx. all zeros. -var.xtrim1 = -1 -var.ytrim1 = -25 -var.ztrim1 = 2 - -var.xtrim2 = -1 -var.ytrim2 = -25 -var.ztrim2 = 2 - -var.coeff = 0.1 - -// -//Options: -var.deadzone = 5 //distance in pixels that you have to move the wiimote in - //order for it to register movement. Creates a "dead zone" around the pointer - //to make it easier to click. Higher = smoother but less accurate. -//fake cursor init - -//cursor2.visible = true - -//more options to be added later - -//Controls: -//Point Wiimote = Move Mouse -//D-Pad = Arrow Keys -//B-Button = Left Click -//Home = Middle Click -//A-Button = Right Click -//Plus and Minus = Control Volume -//One = Unmapped -//Two = Unmapped -// -//If the pointer hits the edge of the screen, the Wiimote will rumble a bit. -// -//The LEDs attempt to emulate KITT's grill from Knight Rider - -//***Do not edit anything below this line unless you know what you are doing.*** -var.accx1 = wiimote1.RawForceX1 + var.xtrim1 -var.accy1 = wiimote1.RawForceY1 + var.ytrim1 -var.accz1 = wiimote1.RawForceZ1 + var.ztrim1 - -if wiimote1.dot1vis and wiimote1.dot2vis then - - if var.accy1 > -7 then - var.orientation1 = 0 - elseif var.accy1 > -45 then - if var.accx1 < 0 then - var.orientation1 = 3 - else - var.orientation1 = 1 - endif - else - var.orientation1 = 2 - endif - - if var.leftpoint1 = 0 then - if var.orientation1 = 0 then - if wiimote1.dot1x < wiimote1.dot2x then - var.leftpoint1 = 1 - else - var.leftpoint1 = 2 - endif - endif - if var.orientation1 = 1 then - if wiimote1.dot1y > wiimote1.dot2y then - var.leftpoint1 = 1 - else - var.leftpoint1 = 2 - endif - endif - if var.orientation1 = 2 then - if wiimote1.dot1x > wiimote1.dot2x then - var.leftpoint1 = 1 - else - var.leftpoint1 = 2 - endif - endif - if var.orientation = 3 then - if wiimote1.dot1y < wiimote1.dot2y then - var.leftpoint1 = 1 - else - var.leftpoint1 = 2 - endif - endif - endif - - if var.leftpoint1 = 1 then - var.fix1x1 = wiimote1.dot1x - var.fix1y1 = wiimote1.dot1y - var.fix2x1 = wiimote1.dot2x - var.fix2y1 = wiimote1.dot2y - else - var.fix1x1 = wiimote1.dot2x - var.fix1y1 = wiimote1.dot2y - var.fix2x1 = wiimote1.dot1x - var.fix2y1 = wiimote1.dot1y - endif - - var.dx1 = var.fix2x1 - var.fix1x1 - var.dy1 = var.fix2y1 - var.fix1y1 - var.cx1 = (var.fix1x1+var.fix2x1)/1024.0 - 1 - var.cy1 = (var.fix1y1+var.fix2y1)/1024.0 - .75 - - var.d1 = sqrt(var.dx1*var.dx1+var.dy1*var.dy1) - - var.dx1 = var.dx1 / var.d1 - var.dy1 = var.dy1 / var.d1 - - var.ox1 = -var.dy1*var.cy1-var.dx1*var.cx1; - var.oy1 = -var.dx1*var.cy1+var.dy1*var.cx1; - - var.ax1 = (var.ox1 * var.coeff*screen.desktopwidth) + (screen.desktopwidth* var.coeff / 2) - var.ay1 = (-var.oy1* var.coeff * screen.desktopwidth) + (screen.desktopheight* var.coeff / 2) - - var.dx1 = var.ax1 - cursor2.posx - var.dy1 = var.ay1 - cursor2.posy - - var.d1 = sqrt((var.dx1*var.dx1)+(var.dy1*var.dy1)) - - var.a1 = 180 / (200 + var.d1 * var.d1 * var.d1 * .001) - - if var.d1 <= var.deadzone then var.a1 = 1 - - //debug = var.d + " " + var.a - - var.finalx1 = cursor2.posx * var.a1 + var.ax1 * (1 - var.a1) - var.finaly1 = cursor2.posy * var.a1 + var.ay1 * (1 - var.a1) - - - cursor2.posx = smooth(var.finalx1,3,5) - cursor2.posy = smooth(var.finaly1,3,5) - -else - - var.leftpoint1 = 0 - -endif - -var.xpos1 = var.finalx1 -var.ypos1 = var.finaly1 -ppjoy1.analog0 = ensuremaprange(var.xpos1,0,screen.desktopwidth* var.coeff,-1,1) -ppjoy1.analog1 = ensuremaprange(var.ypos1,0,screen.desktopheight* var.coeff,-1,1) - -if wiimote1.B or wiimote1.A or wiimote1.Up or wiimote1.down or wiimote1.Left or wiimote1.Right == true - ppjoy1.digital0 = true -else - ppjoy1.digital0 = false -endif - -debug = var.accx1+ " " + var.accy1+ " " + var.accz1 diff --git a/WiiMouse2IR coeff0.1.PIE b/WiiMouse2IR coeff0.1.PIE deleted file mode 100644 index 27c9d52..0000000 --- a/WiiMouse2IR coeff0.1.PIE +++ /dev/null @@ -1,281 +0,0 @@ -Wiimote1.led1 = true -Wiimote2.led1 = true -Wiimote2.led4 = true -Wiimote3.led2 = true -Wiimote4.led2 = true -Wiimote4.led4 = true -Wiimote5.led3 = true -Wiimote6.led3 = true -Wiimote6.led4 = true -//Mouse Control Script using IR -//by vkapadia with much assistance from inio -//vkapadia@vkapadia.com -// -//Calibration: -//To calibrate, run this program and put the Wiimote on a flat surface face-up. -//Then read the values in the debug line (next to the run button). -//Change these values until the debug line reads approx. all zeros. -var.xtrim1 = -1 -var.ytrim1 = -25 -var.ztrim1 = 2 - -var.xtrim2 = 2 -var.ytrim2 = -30 -var.ztrim2 = 2 - -var.coeff = 0.1 - -// -//Options: -var.deadzone = 5 //distance in pixels that you have to move the wiimote in - //order for it to register movement. Creates a "dead zone" around the pointer - //to make it easier to click. Higher = smoother but less accurate. -//fake cursor init - -//cursor2.visible = true - -//more options to be added later - -//Controls: -//Point Wiimote = Move Mouse -//D-Pad = Arrow Keys -//B-Button = Left Click -//Home = Middle Click -//A-Button = Right Click -//Plus and Minus = Control Volume -//One = Unmapped -//Two = Unmapped -// -//If the pointer hits the edge of the screen, the Wiimote will rumble a bit. -// -//The LEDs attempt to emulate KITT's grill from Knight Rider - -//WIIMOTE 1 -//***Do not edit anything below this line unless you know what you are doing.*** -var.accx1 = wiimote1.RawForceX + var.xtrim1 -var.accy1 = wiimote1.RawForceY + var.ytrim1 -var.accz1 = wiimote1.RawForceZ + var.ztrim1 - -if wiimote1.dot1vis and wiimote1.dot2vis then - - if var.accy1 > -7 then - var.orientation1 = 0 - elseif var.accy1 > -45 then - if var.accx1 < 0 then - var.orientation1 = 3 - else - var.orientation1 = 1 - endif - else - var.orientation1 = 2 - endif - - if var.leftpoint1 = 0 then - if var.orientation1 = 0 then - if wiimote1.dot1x < wiimote1.dot2x then - var.leftpoint1 = 1 - else - var.leftpoint1 = 2 - endif - endif - if var.orientation1 = 1 then - if wiimote1.dot1y > wiimote1.dot2y then - var.leftpoint1 = 1 - else - var.leftpoint1 = 2 - endif - endif - if var.orientation1 = 2 then - if wiimote1.dot1x > wiimote1.dot2x then - var.leftpoint1 = 1 - else - var.leftpoint1 = 2 - endif - endif - if var.orientation = 3 then - if wiimote1.dot1y < wiimote1.dot2y then - var.leftpoint1 = 1 - else - var.leftpoint1 = 2 - endif - endif - endif - - if var.leftpoint1 = 1 then - var.fix1x1 = wiimote1.dot1x - var.fix1y1 = wiimote1.dot1y - var.fix2x1 = wiimote1.dot2x - var.fix2y1 = wiimote1.dot2y - else - var.fix1x1 = wiimote1.dot2x - var.fix1y1 = wiimote1.dot2y - var.fix2x1 = wiimote1.dot1x - var.fix2y1 = wiimote1.dot1y - endif - - var.dx1 = var.fix2x1 - var.fix1x1 - var.dy1 = var.fix2y1 - var.fix1y1 - var.cx1 = (var.fix1x1+var.fix2x1)/1024.0 - 1 - var.cy1 = (var.fix1y1+var.fix2y1)/1024.0 - .75 - - var.d1 = sqrt(var.dx1*var.dx1+var.dy1*var.dy1) - - var.dx1 = var.dx1 / var.d1 - var.dy1 = var.dy1 / var.d1 - - var.ox1 = -var.dy1*var.cy1-var.dx1*var.cx1; - var.oy1 = -var.dx1*var.cy1+var.dy1*var.cx1; - - var.ax1 = (var.ox1 * var.coeff*screen.desktopwidth) + (screen.desktopwidth* var.coeff / 2) - var.ay1 = (-var.oy1* var.coeff * screen.desktopwidth) + (screen.desktopheight* var.coeff / 2) - - var.dx1 = var.ax1 - cursor2.posx - var.dy1 = var.ay1 - cursor2.posy - - var.d1 = sqrt((var.dx1*var.dx1)+(var.dy1*var.dy1)) - - var.a1 = 180 / (200 + var.d1 * var.d1 * var.d1 * .001) - - if var.d1 <= var.deadzone then var.a1 = 1 - - //debug = var.d + " " + var.a - - var.finalx1 = cursor2.posx * var.a1 + var.ax1 * (1 - var.a1) - var.finaly1 = cursor2.posy * var.a1 + var.ay1 * (1 - var.a1) - - - cursor2.posx = smooth(var.finalx1,3,5) - cursor2.posy = smooth(var.finaly1,3,5) - -else - - var.leftpoint1 = 0 - -endif - -var.xpos1 = var.finalx1 -var.ypos1 = var.finaly1 -ppjoy1.analog0 = ensuremaprange(var.xpos1,0,screen.desktopwidth* var.coeff,-1,1) -ppjoy1.analog1 = ensuremaprange(var.ypos1,0,screen.desktopheight* var.coeff,-1,1) - -if wiimote1.B or wiimote1.A or wiimote1.Up or wiimote1.down or wiimote1.Left or wiimote1.Right == true - ppjoy1.digital0 = true -else - ppjoy1.digital0 = false -endif - -//WIIMOTE 2 -//***Do not edit anything below this line unless you know what you are doing.*** -var.accx2 = wiimote2.RawForceX + var.xtrim2 -var.accy2 = wiimote2.RawForceY + var.ytrim2 -var.accz2 = wiimote2.RawForceZ + var.ztrim2 - -if wiimote2.dot1vis and wiimote2.dot2vis then - - if var.accy2 > -7 then - var.orientation2 = 0 - elseif var.accy2 > -45 then - if var.accx2 < 0 then - var.orientation2 = 3 - else - var.orientation2 = 1 - endif - else - var.orientation2 = 2 - endif - - if var.leftpoint2 = 0 then - if var.orientation2 = 0 then - if wiimote2.dot1x < wiimote2.dot2x then - var.leftpoint2 = 1 - else - var.leftpoint2 = 2 - endif - endif - if var.orientation2 = 1 then - if wiimote2.dot1y > wiimote2.dot2y then - var.leftpoint2 = 1 - else - var.leftpoint2 = 2 - endif - endif - if var.orientation2 = 2 then - if wiimote2.dot1x > wiimote2.dot2x then - var.leftpoint2 = 1 - else - var.leftpoint2 = 2 - endif - endif - if var.orientation = 3 then - if wiimote2.dot1y < wiimote2.dot2y then - var.leftpoint2 = 1 - else - var.leftpoint2 = 2 - endif - endif - endif - - if var.leftpoint2 = 1 then - var.fix1x2 = wiimote2.dot1x - var.fix1y2 = wiimote2.dot1y - var.fix2x2 = wiimote2.dot2x - var.fix2y2 = wiimote2.dot2y - else - var.fix1x2 = wiimote2.dot2x - var.fix1y2 = wiimote2.dot2y - var.fix2x2 = wiimote2.dot1x - var.fix2y2 = wiimote2.dot1y - endif - - var.dx2 = var.fix2x2 - var.fix1x2 - var.dy2 = var.fix2y2 - var.fix1y2 - var.cx2 = (var.fix1x2+var.fix2x2)/1024.0 - 1 - var.cy2 = (var.fix1y2+var.fix2y2)/1024.0 - .75 - - var.d2 = sqrt(var.dx2*var.dx2+var.dy2*var.dy2) - - var.dx2 = var.dx2 / var.d2 - var.dy2 = var.dy2 / var.d2 - - var.ox2 = -var.dy2*var.cy2-var.dx2*var.cx2; - var.oy2 = -var.dx2*var.cy2+var.dy2*var.cx2; - - var.ax2 = (var.ox2 * var.coeff*screen.desktopwidth) + (screen.desktopwidth* var.coeff / 2) - var.ay2 = (-var.oy2* var.coeff * screen.desktopwidth) + (screen.desktopheight* var.coeff / 2) - - var.dx2 = var.ax2 - cursor3.posx - var.dy2 = var.ay2 - cursor3.posy - - var.d2 = sqrt((var.dx2*var.dx2)+(var.dy2*var.dy2)) - - var.a2 = 180 / (200 + var.d2 * var.d2 * var.d2 * .001) - - if var.d2 <= var.deadzone then var.a2 = 1 - - //debug = var.d + " " + var.a - - var.finalx2 = cursor3.posx * var.a2 + var.ax2 * (1 - var.a2) - var.finaly2 = cursor3.posy * var.a2 + var.ay2 * (1 - var.a2) - - - cursor3.posx = smooth(var.finalx2,3,5) - cursor3.posy = smooth(var.finaly2,3,5) - -else - - var.leftpoint2 = 0 - -endif - -var.xpos2 = var.finalx2 -var.ypos2 = var.finaly2 -ppjoy2.analog0 = ensuremaprange(var.xpos2,0,screen.desktopwidth* var.coeff,-1,1) -ppjoy2.analog1 = ensuremaprange(var.ypos2,0,screen.desktopheight* var.coeff,-1,1) - -if wiimote2.B or wiimote2.A or wiimote2.Up or wiimote2.down or wiimote2.Left or wiimote2.Right == true - ppjoy2.digital0 = true -else - ppjoy2.digital0 = false -endif - -debug = var.accx2+ " " + var.accy2+ " " + var.accz2 diff --git a/WiiMouse4IR coeff0.1.PIE b/WiiMouse4IR coeff0.1.PIE deleted file mode 100644 index 0aac1ab..0000000 --- a/WiiMouse4IR coeff0.1.PIE +++ /dev/null @@ -1,520 +0,0 @@ -Wiimote1.led1 = true -Wiimote2.led1 = true -Wiimote2.led4 = true -Wiimote3.led2 = true -Wiimote4.led2 = true -Wiimote4.led4 = true -Wiimote5.led3 = true -Wiimote6.led3 = true -Wiimote6.led4 = true -//Mouse Control Script using IR -//by vkapadia with much assistance from inio -//vkapadia@vkapadia.com -// -//Calibration: -//To calibrate, run this program and put the Wiimote on a flat surface face-up. -//Then read the values in the debug line (next to the run button). -//Change these values until the debug line reads approx. all zeros. -var.xtrim1 = -1 -var.ytrim1 = -25 -var.ztrim1 = 2 - -var.xtrim2 = 3 -var.ytrim2 = -30 -var.ztrim2 = 2 - -var.xtrim3 = 2 -var.ytrim3 = -27 -var.ztrim3 = 2 - -var.xtrim4 = 2 -var.ytrim4 = -30 -var.ztrim4 = 2 - -var.coeff = 0.1 - -// -//Options: -var.deadzone = 5 //distance in pixels that you have to move the wiimote in - //order for it to register movement. Creates a "dead zone" around the pointer - //to make it easier to click. Higher = smoother but less accurate. -//fake cursor init - -//cursor2.visible = true - -//more options to be added later - -//Controls: -//Point Wiimote = Move Mouse -//D-Pad = Arrow Keys -//B-Button = Left Click -//Home = Middle Click -//A-Button = Right Click -//Plus and Minus = Control Volume -//One = Unmapped -//Two = Unmapped -// -//If the pointer hits the edge of the screen, the Wiimote will rumble a bit. -// -//The LEDs attempt to emulate KITT's grill from Knight Rider - -//WIIMOTE 1 -//***Do not edit anything below this line unless you know what you are doing.*** -var.accx1 = wiimote1.RawForceX + var.xtrim1 -var.accy1 = wiimote1.RawForceY + var.ytrim1 -var.accz1 = wiimote1.RawForceZ + var.ztrim1 - -if wiimote1.dot1vis and wiimote1.dot2vis then - - if var.accy1 > -7 then - var.orientation1 = 0 - elseif var.accy1 > -45 then - if var.accx1 < 0 then - var.orientation1 = 3 - else - var.orientation1 = 1 - endif - else - var.orientation1 = 2 - endif - - if var.leftpoint1 = 0 then - if var.orientation1 = 0 then - if wiimote1.dot1x < wiimote1.dot2x then - var.leftpoint1 = 1 - else - var.leftpoint1 = 2 - endif - endif - if var.orientation1 = 1 then - if wiimote1.dot1y > wiimote1.dot2y then - var.leftpoint1 = 1 - else - var.leftpoint1 = 2 - endif - endif - if var.orientation1 = 2 then - if wiimote1.dot1x > wiimote1.dot2x then - var.leftpoint1 = 1 - else - var.leftpoint1 = 2 - endif - endif - if var.orientation1 = 3 then - if wiimote1.dot1y < wiimote1.dot2y then - var.leftpoint1 = 1 - else - var.leftpoint1 = 2 - endif - endif - endif - - if var.leftpoint1 = 1 then - var.fix1x1 = wiimote1.dot1x - var.fix1y1 = wiimote1.dot1y - var.fix2x1 = wiimote1.dot2x - var.fix2y1 = wiimote1.dot2y - else - var.fix1x1 = wiimote1.dot2x - var.fix1y1 = wiimote1.dot2y - var.fix2x1 = wiimote1.dot1x - var.fix2y1 = wiimote1.dot1y - endif - - var.dx1 = var.fix2x1 - var.fix1x1 - var.dy1 = var.fix2y1 - var.fix1y1 - var.cx1 = (var.fix1x1+var.fix2x1)/1024.0 - 1 - var.cy1 = (var.fix1y1+var.fix2y1)/1024.0 - .75 - - var.d1 = sqrt(var.dx1*var.dx1+var.dy1*var.dy1) - - var.dx1 = var.dx1 / var.d1 - var.dy1 = var.dy1 / var.d1 - - var.ox1 = -var.dy1*var.cy1-var.dx1*var.cx1; - var.oy1 = -var.dx1*var.cy1+var.dy1*var.cx1; - - var.ax1 = (var.ox1 * var.coeff*screen.desktopwidth) + (screen.desktopwidth* var.coeff / 2) - var.ay1 = (-var.oy1* var.coeff * screen.desktopwidth) + (screen.desktopheight* var.coeff / 2) - - var.dx1 = var.ax1 - cursor2.posx - var.dy1 = var.ay1 - cursor2.posy - - var.d1 = sqrt((var.dx1*var.dx1)+(var.dy1*var.dy1)) - - var.a1 = 180 / (200 + var.d1 * var.d1 * var.d1 * .001) - - if var.d1 <= var.deadzone then var.a1 = 1 - - //debug = var.d + " " + var.a - - var.finalx1 = cursor2.posx * var.a1 + var.ax1 * (1 - var.a1) - var.finaly1 = cursor2.posy * var.a1 + var.ay1 * (1 - var.a1) - - - cursor2.posx = smooth(var.finalx1,3,5) - cursor2.posy = smooth(var.finaly1,3,5) - -else - - var.leftpoint1 = 0 - -endif - -var.xpos1 = var.finalx1 -var.ypos1 = var.finaly1 -ppjoy1.analog0 = ensuremaprange(var.xpos1,0,screen.desktopwidth* var.coeff,-1,1) -ppjoy1.analog1 = ensuremaprange(var.ypos1,0,screen.desktopheight* var.coeff,-1,1) - -if wiimote1.B or wiimote1.A or wiimote1.Up or wiimote1.down or wiimote1.Left or wiimote1.Right == true - ppjoy1.digital0 = true -else - ppjoy1.digital0 = false -endif - -//WIIMOTE 2 -//***Do not edit anything below this line unless you know what you are doing.*** -var.accx2 = wiimote2.RawForceX + var.xtrim2 -var.accy2 = wiimote2.RawForceY + var.ytrim2 -var.accz2 = wiimote2.RawForceZ + var.ztrim2 - -if wiimote2.dot1vis and wiimote2.dot2vis then - - if var.accy2 > -7 then - var.orientation2 = 0 - elseif var.accy2 > -45 then - if var.accx2 < 0 then - var.orientation2 = 3 - else - var.orientation2 = 1 - endif - else - var.orientation2 = 2 - endif - - if var.leftpoint2 = 0 then - if var.orientation2 = 0 then - if wiimote2.dot1x < wiimote2.dot2x then - var.leftpoint2 = 1 - else - var.leftpoint2 = 2 - endif - endif - if var.orientation2 = 1 then - if wiimote2.dot1y > wiimote2.dot2y then - var.leftpoint2 = 1 - else - var.leftpoint2 = 2 - endif - endif - if var.orientation2 = 2 then - if wiimote2.dot1x > wiimote2.dot2x then - var.leftpoint2 = 1 - else - var.leftpoint2 = 2 - endif - endif - if var.orientation2 = 3 then - if wiimote2.dot1y < wiimote2.dot2y then - var.leftpoint2 = 1 - else - var.leftpoint2 = 2 - endif - endif - endif - - if var.leftpoint2 = 1 then - var.fix1x2 = wiimote2.dot1x - var.fix1y2 = wiimote2.dot1y - var.fix2x2 = wiimote2.dot2x - var.fix2y2 = wiimote2.dot2y - else - var.fix1x2 = wiimote2.dot2x - var.fix1y2 = wiimote2.dot2y - var.fix2x2 = wiimote2.dot1x - var.fix2y2 = wiimote2.dot1y - endif - - var.dx2 = var.fix2x2 - var.fix1x2 - var.dy2 = var.fix2y2 - var.fix1y2 - var.cx2 = (var.fix1x2+var.fix2x2)/1024.0 - 1 - var.cy2 = (var.fix1y2+var.fix2y2)/1024.0 - .75 - - var.d2 = sqrt(var.dx2*var.dx2+var.dy2*var.dy2) - - var.dx2 = var.dx2 / var.d2 - var.dy2 = var.dy2 / var.d2 - - var.ox2 = -var.dy2*var.cy2-var.dx2*var.cx2; - var.oy2 = -var.dx2*var.cy2+var.dy2*var.cx2; - - var.ax2 = (var.ox2 * var.coeff*screen.desktopwidth) + (screen.desktopwidth* var.coeff / 2) - var.ay2 = (-var.oy2* var.coeff * screen.desktopwidth) + (screen.desktopheight* var.coeff / 2) - - var.dx2 = var.ax2 - cursor3.posx - var.dy2 = var.ay2 - cursor3.posy - - var.d2 = sqrt((var.dx2*var.dx2)+(var.dy2*var.dy2)) - - var.a2 = 180 / (200 + var.d2 * var.d2 * var.d2 * .001) - - if var.d2 <= var.deadzone then var.a2 = 1 - - //debug = var.d + " " + var.a - - var.finalx2 = cursor3.posx * var.a2 + var.ax2 * (1 - var.a2) - var.finaly2 = cursor3.posy * var.a2 + var.ay2 * (1 - var.a2) - - - cursor3.posx = smooth(var.finalx2,3,5) - cursor3.posy = smooth(var.finaly2,3,5) - -else - - var.leftpoint2 = 0 - -endif - -var.xpos2 = var.finalx2 -var.ypos2 = var.finaly2 -ppjoy2.analog0 = ensuremaprange(var.xpos2,0,screen.desktopwidth* var.coeff,-1,1) -ppjoy2.analog1 = ensuremaprange(var.ypos2,0,screen.desktopheight* var.coeff,-1,1) - -if wiimote2.B or wiimote2.A or wiimote2.Up or wiimote2.down or wiimote2.Left or wiimote2.Right == true - ppjoy2.digital0 = true -else - ppjoy2.digital0 = false -endif - -debug = var.accx2+ " " + var.accy2+ " " + var.accz2 - -//WIIMOTE 3 -//***Do not edit anything below this line unless you know what you are doing.*** -var.accx3 = wiimote3.RawForceX + var.xtrim3 -var.accy3 = wiimote3.RawForceY + var.ytrim3 -var.accz3 = wiimote3.RawForceZ + var.ztrim3 - -if wiimote3.dot1vis and wiimote3.dot2vis then - - if var.accy3 > -7 then - var.orientation3 = 0 - elseif var.accy3 > -45 then - if var.accx3 < 0 then - var.orientation3 = 3 - else - var.orientation3 = 1 - endif - else - var.orientation3 = 2 - endif - - if var.leftpoint3 = 0 then - if var.orientation3 = 0 then - if wiimote3.dot1x < wiimote3.dot2x then - var.leftpoint3 = 1 - else - var.leftpoint3 = 2 - endif - endif - if var.orientation3 = 1 then - if wiimote3.dot1y > wiimote3.dot2y then - var.leftpoint3 = 1 - else - var.leftpoint3 = 2 - endif - endif - if var.orientation3 = 2 then - if wiimote3.dot1x > wiimote3.dot2x then - var.leftpoint3 = 1 - else - var.leftpoint3 = 2 - endif - endif - if var.orientation3 = 3 then - if wiimote3.dot1y < wiimote3.dot2y then - var.leftpoint3 = 1 - else - var.leftpoint3 = 2 - endif - endif - endif - - if var.leftpoint3 = 1 then - var.fix1x3 = wiimote3.dot1x - var.fix1y3 = wiimote3.dot1y - var.fix2x3 = wiimote3.dot2x - var.fix2y3 = wiimote3.dot2y - else - var.fix1x3 = wiimote3.dot2x - var.fix1y3 = wiimote3.dot2y - var.fix2x3 = wiimote3.dot1x - var.fix2y3 = wiimote3.dot1y - endif - - var.dx3 = var.fix2x3 - var.fix1x3 - var.dy3 = var.fix2y3 - var.fix1y3 - var.cx3 = (var.fix1x3+var.fix2x3)/1024.0 - 1 - var.cy3 = (var.fix1y3+var.fix2y3)/1024.0 - .75 - - var.d3 = sqrt(var.dx3*var.dx3+var.dy3*var.dy3) - - var.dx3 = var.dx3 / var.d3 - var.dy3 = var.dy3 / var.d3 - - var.ox3 = -var.dy3*var.cy3-var.dx3*var.cx3; - var.oy3 = -var.dx3*var.cy3+var.dy3*var.cx3; - - var.ax3 = (var.ox3 * var.coeff*screen.desktopwidth) + (screen.desktopwidth* var.coeff / 2) - var.ay3 = (-var.oy3* var.coeff * screen.desktopwidth) + (screen.desktopheight* var.coeff / 2) - - var.dx3 = var.ax3 - cursor4.posx - var.dy3 = var.ay3 - cursor4.posy - - var.d3 = sqrt((var.dx3*var.dx3)+(var.dy3*var.dy3)) - - var.a3 = 180 / (200 + var.d3 * var.d3 * var.d3 * .001) - - if var.d3 <= var.deadzone then var.a3 = 1 - - //debug = var.d + " " + var.a - - var.finalx3 = cursor4.posx * var.a3 + var.ax3 * (1 - var.a3) - var.finaly3 = cursor4.posy * var.a3 + var.ay3 * (1 - var.a3) - - - cursor4.posx = smooth(var.finalx3,3,5) - cursor4.posy = smooth(var.finaly3,3,5) - -else - - var.leftpoint3 = 0 - -endif - -var.xpos3 = var.finalx3 -var.ypos3 = var.finaly3 -ppjoy3.analog0 = ensuremaprange(var.xpos3,0,screen.desktopwidth* var.coeff,-1,1) -ppjoy3.analog1 = ensuremaprange(var.ypos3,0,screen.desktopheight* var.coeff,-1,1) - -if wiimote3.B or wiimote3.A or wiimote3.Up or wiimote3.down or wiimote3.Left or wiimote3.Right == true - ppjoy3.digital0 = true -else - ppjoy3.digital0 = false -endif - -debug = var.accx1+ " " + var.accy1+ " " + var.accz1 - -//WIIMOTE 3 -//***Do not edit anything below this line unless you know what you are doing.*** -var.accx4 = wiimote4.RawForceX + var.xtrim4 -var.accy4 = wiimote4.RawForceY + var.ytrim4 -var.accz4 = wiimote4.RawForceZ + var.ztrim4 - -if wiimote4.dot1vis and wiimote4.dot2vis then - - if var.accy4 > -7 then - var.orientation4 = 0 - elseif var.accy4 > -45 then - if var.accx4 < 0 then - var.orientation4 = 3 - else - var.orientation4 = 1 - endif - else - var.orientation4 = 2 - endif - - if var.leftpoint4 = 0 then - if var.orientation4 = 0 then - if wiimote4.dot1x < wiimote4.dot2x then - var.leftpoint4 = 1 - else - var.leftpoint4 = 2 - endif - endif - if var.orientation4 = 1 then - if wiimote4.dot1y > wiimote4.dot2y then - var.leftpoint4 = 1 - else - var.leftpoint4 = 2 - endif - endif - if var.orientation4 = 2 then - if wiimote4.dot1x > wiimote4.dot2x then - var.leftpoint4 = 1 - else - var.leftpoint4 = 2 - endif - endif - if var.orientation4 = 3 then - if wiimote4.dot1y < wiimote4.dot2y then - var.leftpoint4 = 1 - else - var.leftpoint4 = 2 - endif - endif - endif - - if var.leftpoint4 = 1 then - var.fix1x4 = wiimote4.dot1x - var.fix1y4 = wiimote4.dot1y - var.fix2x4 = wiimote4.dot2x - var.fix2y4 = wiimote4.dot2y - else - var.fix1x4 = wiimote4.dot2x - var.fix1y4 = wiimote4.dot2y - var.fix2x4 = wiimote4.dot1x - var.fix2y4 = wiimote4.dot1y - endif - - var.dx4 = var.fix2x4 - var.fix1x4 - var.dy4 = var.fix2y4 - var.fix1y4 - var.cx4 = (var.fix1x4+var.fix2x4)/1024.0 - 1 - var.cy4 = (var.fix1y4+var.fix2y4)/1024.0 - .75 - - var.d4 = sqrt(var.dx4*var.dx4+var.dy4*var.dy4) - - var.dx4 = var.dx4 / var.d4 - var.dy4 = var.dy4 / var.d4 - - var.ox4 = -var.dy4*var.cy4-var.dx4*var.cx4; - var.oy4 = -var.dx4*var.cy4+var.dy4*var.cx4; - - var.ax4 = (var.ox4 * var.coeff*screen.desktopwidth) + (screen.desktopwidth* var.coeff / 2) - var.ay4 = (-var.oy4* var.coeff * screen.desktopwidth) + (screen.desktopheight* var.coeff / 2) - - var.dx4 = var.ax4 - cursor5.posx - var.dy4 = var.ay4 - cursor5.posy - - var.d4 = sqrt((var.dx4*var.dx4)+(var.dy4*var.dy4)) - - var.a4 = 180 / (200 + var.d4 * var.d4 * var.d4 * .001) - - if var.d4 <= var.deadzone then var.a4 = 1 - - //debug = var.d + " " + var.a - - var.finalx4 = cursor5.posx * var.a4 + var.ax4 * (1 - var.a4) - var.finaly4 = cursor5.posy * var.a4 + var.ay4 * (1 - var.a4) - - - cursor5.posx = smooth(var.finalx4,3,5) - cursor5.posy = smooth(var.finaly4,3,5) - -else - - var.leftpoint4 = 0 - -endif - -var.xpos4 = var.finalx4 -var.ypos4 = var.finaly4 -ppjoy4.analog0 = ensuremaprange(var.xpos4,0,screen.desktopwidth* var.coeff,-1,1) -ppjoy4.analog1 = ensuremaprange(var.ypos4,0,screen.desktopheight* var.coeff,-1,1) - -if wiimote4.B or wiimote4.A or wiimote4.Up or wiimote4.down or wiimote4.Left or wiimote4.Right == true - ppjoy4.digital0 = true -else - ppjoy4.digital0 = false -endif - diff --git a/setup.py b/setup.py new file mode 100755 index 0000000..4ff136d --- /dev/null +++ b/setup.py @@ -0,0 +1,16 @@ +# -*- coding: utf-8 -*- +""" +$Id$ +$URL$ +""" +from distutils.core import setup + +setup(name='MINWii', + version='1.0', + description='Musicochérapie Interractive Numérique avec la Wiimote', + author='Samuel Benveniste', + author_email='samuel.benveniste@gmail.com', + # url='', + packages=['minwii', 'minwii.widgets', 'pywiiuse'], + package_data={'fonts' : 'fonts/*.ttf'} + ) \ No newline at end of file -- 2.20.1