iphone 陀螺仪 测试软件,iPhone
我对此表示怀疑并放弃了(晚上晚了,似乎什么都没得到)。 这用于Unity3d项目。
如果有人想在我离开的地方接机,我将很乐于详细介绍所有这些东西。
基本上在发现某些误报之后,我想我会尝试使用低通滤波器对其进行过滤,然后尝试通过查找趋势来消除反弹,然后(acc_x [i-1] + acc_x [i] )/ 2。
看来误报仍然来自倾斜,我尝试将其消除。
如果此代码有用或将您引向某个地方,请告诉我!
using UnityEngine;
using System.Collections.Generic;
///
/// rbi.noli@gmail
///
public class AccelerometerInput : MonoBehaviour
{
Transform myTransform;
Gyroscope gyro;
GyroCam gyroCam;
void Awake()
{
gyroCam= FindObjectOfType ();
myTransform = transform;
if (SystemInfo.supportsGyroscope) {
gyro = Input.gyro;
gyro.enabled = true;
}
}
bool shouldBeInitialized = false;
void Update ()
{
transform.Translate (GetAccelerometer ());// * Time.deltaTime * speed);
//GetComponent ().AddForce (GetAccelerometer ());
}
public float speed = 10.0F;
public Vector3 dir;
public float f;
Vector3 GetAccelerometer()
{
dir = Input.acceleration;
dir.x *= gyro.attitude.x;
dir.z *= gyro.attitude.z;
if (Mathf.Abs (dir.x) < .001f)
dir.x = 0;
dir.y = 0;
if (Mathf.Abs (dir.z) < .001f)
dir.z = 0;
RecordPointsForFilter (dir);
//print ("Direction : " + dir.ToString("F7"));
return TestPointsForVelocity();
}
Vector3[] points = new Vector3[20];
int index;
void RecordPointsForFilter(Vector3 recentPoint)
{
if (index >= 20)
index = 0;
points [index] = EvaluateTrend (recentPoint);;
index++;
}
//try to remove bounces
float xTrend = 0;
float zTrend = 0;
float lastTrendyX = 0;
float lastTrendyZ = 0;
Vector3 EvaluateTrend(Vector3 recentPoint)
{
//if the last few points were positive, and this point is negative, don't pass it along
//accumulate points into a trend
if (recentPoint.x > 0)
xTrend += .01f;
else
xTrend -= .1f;
if (recentPoint.z > 0)
zTrend += .1f;
else
zTrend -= .1f;
//if point matches trend, keep it
if (xTrend > 0) {
if (recentPoint.x > 0)
lastTrendyX = recentPoint.x;
} else // xTrend < 0
if (recentPoint.x < 0)
lastTrendyX = recentPoint.x;
if (zTrend > 0) {
if (recentPoint.z > 0)
lastTrendyZ = recentPoint.z;
} else // xTrend < 0
if (recentPoint.z < 0)
lastTrendyZ = recentPoint.z;
return new Vector3( lastTrendyX, 0, lastTrendyZ);
}
Vector3 TestPointsForVelocity()
{
float x = 0;
float z = 0;
float xAcc = 0;
float zAcc = 0;
int successfulHits = 0;
for(int i = 0; i < points.Length; i++)
{
if(points[i]!=null)
{
successfulHits ++;
xAcc += points[i].x;
zAcc += points[i].z;
}
}
x = xAcc / successfulHits;
z = zAcc / successfulHits;
return new Vector3 (x, 0, z);
}
}