TSdlHapticDirection
Structure that represents a haptic direction.
This is the direction where the force comes from, instead of the direction in which the force is exerted.
Directions can be specified by:
- TSdlHapticDirectionKind.Polar : Specified by polar coordinates.
- TSdlHapticDirectionKind.Cartesian: Specified by cartesian coordinates.
- TSdlHapticDirectionKind.Spherical: Specified by spherical coordinates.
Cardinal directions of the haptic device are relative to the positioning of the device. North is considered to be away from the user.
The following diagram represents the cardinal directions:
.--.
|__| .-------.
|=.| |.-----.|
|--| || ||
| | |'-----'|
|__|~')_____('
[ COMPUTER ]
North (0,-1)
^
|
|
(-1,0) West ˂----[ HAPTIC ]----˃ East (1,0)
|
|
v
South (0,1)
[ USER ]
\|||/
(o o)
---ooO-(_)-Ooo---
If type is TSdlHapticDirectionKind.Polar, direction is encoded by hundredths of a degree starting north and turning clockwise. TSdlHapticDirectionKind.Polar only uses the first Dir
property. The cardinal directions would be:
- North: 0 (0 degrees)
- East : 9000 (90 degrees)
- South: 18000 (180 degrees)
- West : 27000 (270 degrees)
If type is TSdlHapticDirectionKind.Cartesian, direction is encoded by three positions (X axis, Y axis and Z axis (with 3 axes)). TSdlHapticDirectionKind.Cartesian uses the first three Dir
properties. The cardinal directions would be:
- North: 0,-1, 0
- East : 1, 0, 0
- South: 0, 1, 0
- West : -1, 0, 0
The Z axis represents the height of the effect if supported, otherwise it's unused. In cartesian encoding (1, 2) would be the same as (2, 4), you can use any multiple you want, only the direction matters.
If type is TSdlHapticDirectionKind.Spherical, direction is encoded by two rotations. The first two Dir
properties are used. The Dir
properties are as follows (all values are in hundredths of degrees):
- Degrees from (1, 0) rotated towards (0, 1).
- Degrees towards (0, 0, 1) (device needs at least 3 axes).
Example of force coming from the south with all encodings (force coming from the south means the user will have to pull the stick to counteract):
var Direction: TSdlHapticDirection;
// Cartesian directions
Direction.Kind := TSdlHapticDirectionKind.Cartesian; // Using cartesian direction encoding.
Direction.Dir[0] := 0; // X position
Direction.Dir[1] := 1; // Y position
// Assuming the device has 2 axes, we don't need to specify third parameter.
// Polar directions
Direction.Kind := TSdlHapticDirectionKind.Polar; // We'll be using polar direction encoding.
Direction.Dir[0] := 18000; // Polar only uses first parameter
// Spherical coordinates
Direction.Kind := TSdlHapticDirectionKind.Spherical; // Spherical encoding
Direction.Dir[0] := 9000; // Since we only have two axes we don't need more parameters.
Definition
Unit: Neslib.Sdl3.Haptic
See Also
Properties
Name | Description |
---|---|
Dir | The encoded direction. |
Kind | The type of encoding. |
Property Descriptions
Dir
The encoded direction.
property Dir[const AIndex: Integer]: Integer read GetDir write SetDir
Type: Integer
Kind
The type of encoding.
property Kind: TSdlHapticDirectionKind read GetKind write SetKind
Type: TSdlHapticDirectionKind