The last couple of nights I've been working on the dead zone functionality for the GamePad class in MonoXna, which was an interesting excursion off into formula's and equations I haven't been exposed to for many years.

I read an post by Shawn Hargreaves, which gave me a good start on understanding the MSXNA implementation. I've now implemented the basic functionality of the two algorithms, IndependentAxis and Circular.

I used Shawn's formula for the IndependentAxis deadzone calculation and here is a plot of this:

Independent Axis - Plot X | Independent Axis - Plot XY |

I ended up using a variation of Shawn's formula for the IndependentAxis and using a bit of trig, ended up with the following for the Circular implementation:

/// <summary> /// As per http://blogs.msdn.com/shawnhar/archive/2007/03/28/gamepads-suck.aspx /// Both <paramref name="x"/> and <paramref name="y"/> parameters assumed to be between -1.0 and 1.0 /// </summary> static Vector2 CircularAxisDeadZone(float x, float y) { float dist = (float)Math.Max(Math.Sqrt(x * x + y * y), EPSILON); float deadZone = Math.Max(dist - DEADZONE, 0)/(MAX_DIST - DEADZONE)/dist; return new Vector2(x*deadZone, y*deadZone); }

The MSDN documentation states that the Circular algorithm uses the combined position of both joystick axes to make the deadzone calculation. So,

- We calculate the
*dist*ance from the centre, and if zero, returning EPSILON, so we never divide by zero. - If we're in the DEADZONE (=0.2f), we'll clamp to 0, otherwise we'll create a weighting factor for the deadzone calculation
- return a Vector2 with the new x,y values

Here is a plot of our IndependentAxis calculation:

Circular - Plot XY |