DaemonBite-Retro-Controller.../PaddleTwoControllersUSB/ResponsiveAnalogRead.cpp

141 lines
5.5 KiB
C++

/*
* ResponsiveAnalogRead.cpp
* Arduino library for eliminating noise in analogRead inputs without decreasing responsiveness
*
* Copyright (c) 2016 Damien Clarke
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#include <Arduino.h>
#include "ResponsiveAnalogRead.h"
void ResponsiveAnalogRead::begin(int pin, bool sleepEnable, float snapMultiplier){
pinMode(pin, INPUT ); // ensure button pin is an input
digitalWrite(pin, LOW ); // ensure pullup is off on button pin
this->pin = pin;
this->sleepEnable = sleepEnable;
setSnapMultiplier(snapMultiplier);
}
void ResponsiveAnalogRead::update()
{
rawValue = analogRead(pin);
this->update(rawValue);
}
void ResponsiveAnalogRead::update(int rawValueRead)
{
rawValue = rawValueRead;
prevResponsiveValue = responsiveValue;
responsiveValue = getResponsiveValue(rawValue);
responsiveValueHasChanged = responsiveValue != prevResponsiveValue;
}
int ResponsiveAnalogRead::getResponsiveValue(int newValue)
{
// if sleep and edge snap are enabled and the new value is very close to an edge, drag it a little closer to the edges
// This'll make it easier to pull the output values right to the extremes without sleeping,
// and it'll make movements right near the edge appear larger, making it easier to wake up
if(sleepEnable && edgeSnapEnable) {
if(newValue < activityThreshold) {
newValue = (newValue * 2) - activityThreshold;
} else if(newValue > analogResolution - activityThreshold) {
newValue = (newValue * 2) - analogResolution + activityThreshold;
}
}
// get difference between new input value and current smooth value
unsigned int diff = abs(newValue - smoothValue);
// measure the difference between the new value and current value
// and use another exponential moving average to work out what
// the current margin of error is
errorEMA += ((newValue - smoothValue) - errorEMA) * 0.4;
// if sleep has been enabled, sleep when the amount of error is below the activity threshold
if(sleepEnable) {
// recalculate sleeping status
sleeping = abs(errorEMA) < activityThreshold;
}
// if we're allowed to sleep, and we're sleeping
// then don't update responsiveValue this loop
// just output the existing responsiveValue
if(sleepEnable && sleeping) {
return (int)smoothValue;
}
// use a 'snap curve' function, where we pass in the diff (x) and get back a number from 0-1.
// We want small values of x to result in an output close to zero, so when the smooth value is close to the input value
// it'll smooth out noise aggressively by responding slowly to sudden changes.
// We want a small increase in x to result in a much higher output value, so medium and large movements are snappy and responsive,
// and aren't made sluggish by unnecessarily filtering out noise. A hyperbola (f(x) = 1/x) curve is used.
// First x has an offset of 1 applied, so x = 0 now results in a value of 1 from the hyperbola function.
// High values of x tend toward 0, but we want an output that begins at 0 and tends toward 1, so 1-y flips this up the right way.
// Finally the result is multiplied by 2 and capped at a maximum of one, which means that at a certain point all larger movements are maximally snappy
// then multiply the input by SNAP_MULTIPLER so input values fit the snap curve better.
float snap = snapCurve(diff * snapMultiplier);
// when sleep is enabled, the emphasis is stopping on a responsiveValue quickly, and it's less about easing into position.
// If sleep is enabled, add a small amount to snap so it'll tend to snap into a more accurate position before sleeping starts.
if(sleepEnable) {
snap *= 0.5 + 0.5;
}
// calculate the exponential moving average based on the snap
smoothValue += (newValue - smoothValue) * snap;
// ensure output is in bounds
if(smoothValue < 0.0) {
smoothValue = 0.0;
} else if(smoothValue > analogResolution - 1) {
smoothValue = analogResolution - 1;
}
// expected output is an integer
return (int)smoothValue;
}
float ResponsiveAnalogRead::snapCurve(float x)
{
float y = 1.0 / (x + 1.0);
y = (1.0 - y) * 2.0;
if(y > 1.0) {
return 1.0;
}
return y;
}
void ResponsiveAnalogRead::setSnapMultiplier(float newMultiplier)
{
if(newMultiplier > 1.0) {
newMultiplier = 1.0;
}
if(newMultiplier < 0.0) {
newMultiplier = 0.0;
}
snapMultiplier = newMultiplier;
}