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Godot SDL Gyro

GDextention that allows to read Gyro from a controller in Godot 4, it utilizes SDL and JibbSmart GamepadMotionHelpers libraries

Usage

Download the latest build from Here, extract the addons folder and place it in the root of your project

in your GDscript make a new SDLGyro object

...
var Gyro=SDLGyro.new()
...

initialize SDL and The controller ready function

...
func _ready():
  Gyro.sdl_init()
  Gyro.controller_init()
...

call any of the folloing functions in the process fuction

      gamepad_polling()            //returns controller orientation(this function needs to be called so that the others can work)

      calibrate()                //starts continous calibrations
      stop_calibrate()           //stops continius calibration
     
      get_player_space()          //not working
      get_world_space()           //not working
      get_gravity()               //not working
  
      get_calibrated_gyro()        //retutns the controller's angular velocity in degrees per second
      get_processed_acceleration() //returns the controller's current acceleration in g-force with gravity removed

Build Instructions

Windows

Download SDL2-devel-X.XX.X-mingw.zip extract and place the contetns of SDL2-X.XX.X\x86_64-w64-mingw32 in here -> libs/mingw_dev_lib (you could change that location in the SConstruct file)
then:

$ git clone https://github.com/SagaPDev/Godot-SDL-Gamepad-Test.git
$ cd Godot-SDL-Gamepad-Test
$ scons use_mingw=yes

Linux

$ git clone https://github.com/SagaPDev/Godot-SDL-Gamepad-Test.git
$ cd Godot-SDL-Gamepad-Test
$ scons

TO DO:

Hot Plugin
Suport for Multiple Gamepads
Release on Godot's Asset Library

Aditional Credits

Source of the 3Dmodel by larf

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Add Gamepad Gyro Funtionality to Godot

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