private void TrembleAcceleration() { Vector3 upperArmAccel = FinchCore.GetNodeLinearAcceleration(node); float acceleration = (upperArmAccel - Vector3.up * g).sqrMagnitude; if (Mathf.Abs(acceleration - lastAcceleration) > accelerationBorder) { if ((acceleration - lastAcceleration > 0) != directionUp) { directionUp = !directionUp; TrembleCount++; } lastAcceleration = acceleration; } }
/// <summary> /// Returns controller liner acceleration in meters per second squared. /// </summary> /// <param name="chirality">Controller chirality</param> /// <returns>Liner acceleration in meters per second squared</returns> public static Vector3 GetLinearAcceleration(FinchChirality chirality) { return(FinchCore.GetNodeLinearAcceleration((FinchNodeType)chirality)); }
/// <summary> /// Returns node liner acceleration in meters per second squared. /// </summary> /// <param name="node">Certain node</param> /// <returns>Liner acceleration in meters per second squared</returns> public static Vector3 GetNodeLinearAcceleration(FinchNodeType node) { return(FinchCore.GetNodeLinearAcceleration(node)); }