Ejemplo n.º 1
0
    float f_update(Pillo.PilloID pillo)
    {
        Vector3    acceleration = PilloController.GetAccelero(pillo);
        float      angleX       = Vector3.Angle(Vector3.right, acceleration) - 90;
        float      angleZ       = Vector3.Angle(Vector3.up, acceleration) - 90;
        Quaternion accelQ       = Quaternion.Euler(angleX, 0, angleZ);
        float      accelZ       = accelQ.eulerAngles.z;

        //Debug.Log (accelZ);
        //Debug.Log("Accelz" + acceleration);
        //Debug.Log (PilloController.GetSensor (pillo));
        PilloController.GetSensor(pillo);
        //if (PilloController.GetSensor (pillo) < 0.05f) {
        //	newSmooth [(int)pillo] = 0.05f;
        //	oldSmooth[(int)pillo] = 0.05f;
        //if (PilloController.GetSensor (pillo) > 0.95f) {
        //	newSmooth [(int)pillo] = 0.95f;
        //	oldSmooth[(int)pillo] = 0.95f;
        //} else {
        newSmooth[(int)pillo] = (PilloController.GetSensor(pillo) / 100) * 100;
        //}


        float tempFloat = newSmooth[(int)pillo] * smoothFactor + oldSmooth[(int)pillo] * (1 - smoothFactor);

        oldSmooth[(int)pillo] = tempFloat;

        //tempfloat = smoothed value
        return(tempFloat);
    }
Ejemplo n.º 2
0
    void _update(Pillo.PilloID pillo)
    {
        // set height based on Pillo sensor, and use calibrated values if available
        Vector3 tmp = m_slider[(int)pillo].transform.position;

        tmp.y = 10 * PilloController.GetSensor(pillo, PilloController.IsPilloCalibrated(pillo));
        m_slider[(int)pillo].transform.position = tmp;
        // show Pillo orientation based on accelerometer
        Vector3 acceleration = PilloController.GetAccelero(pillo);
        float   angleX       = Vector3.Angle(Vector3.right, acceleration) - 90;
        float   angleZ       = Vector3.Angle(Vector3.up, acceleration) - 90;

        m_slider [(int)pillo].transform.rotation = Quaternion.Euler(angleX, 0, angleZ);
        Quaternion accelQ = Quaternion.Euler(angleX, 0, angleZ);
        float      accelZ = accelQ.eulerAngles.z;

        Debug.Log(accelZ);
        //Debug.Log ("y" + (Vector3.Angle (Vector3.forward, acceleration) - 90));
    }