Sensor example

This commit is contained in:
BastiaanOlij
2017-11-09 21:58:58 +11:00
parent 3616322c70
commit 262faa2e2f
6 changed files with 860 additions and 0 deletions

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misc/sensors/cube_6.png Normal file

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[gd_resource type="Environment" load_steps=2 format=2]
[sub_resource type="ProceduralSky" id=1]
radiance_size = 4
sky_top_color = Color( 0.0470588, 0.454902, 0.976471, 1 )
sky_horizon_color = Color( 0.556863, 0.823529, 0.909804, 1 )
sky_curve = 0.25
sky_energy = 1.0
ground_bottom_color = Color( 0.101961, 0.145098, 0.188235, 1 )
ground_horizon_color = Color( 0.482353, 0.788235, 0.952941, 1 )
ground_curve = 0.01
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[resource]
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ambient_light_energy = 1.0
ambient_light_sky_contribution = 1.0
fog_enabled = false
fog_color = Color( 0.5, 0.6, 0.7, 1 )
fog_sun_color = Color( 1, 0.9, 0.7, 1 )
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ss_reflections_max_steps = 64
ss_reflections_fade_in = 0.15
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misc/sensors/main.gd Normal file
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extends Node
# Below are a number of helper functions that show how you can use the raw sensor data to determine the orientation
# of your phone/device. The cheapest phones only have an accelerometer only the most expensive phones have all three.
# Note that none of this logic filters data. Filters introduce lag but also provide stability. There are plenty
# of examples on the internet on how to implement these. I wanted to keep this straight forward.
# We draw a few arrow objects to visualize the vectors and two cubes to show two implementation for orientating
# these cubes to our phones orientation.
# This is a 3D example however reading the phones orientation is also invaluable for 2D
# This function calculates a rotation matrix based on a direction vector. As our arrows are cylindrical we don't
# care about the rotation around this axis.
func get_basis_for_arrow(p_vector):
var rotate = Basis()
# as our arrow points up, Y = our direction vector
rotate.y = p_vector.normalized()
# get an arbitrary vector we can use to calculate our other two vectors
var v = Vector3(1.0, 0.0, 0.0)
if (abs(v.dot(rotate.y)) > 0.9):
v = Vector3(0.0, 1.0, 0.0)
# use our vector to get a vector perpendicular to our two vectors
rotate.x = rotate.y.cross(v).normalized()
# and the cross product again gives us our final vector perpendicular to our previous two vectors
rotate.z = rotate.x.cross(rotate.y).normalized()
return rotate
# This function combines the magnetometer reading with the gravity vector to get a vector that points due north
func calc_north(p_grav, p_mag):
# Always use normalized vectors!
p_grav = p_grav.normalized()
# Calculate east (or is it west) by getting our cross product.
# The cross product of two normalized vectors returns a vector that
# is perpendicular to our two vectors
var east = p_grav.cross(p_mag.normalized()).normalized()
# Cross again to get our horizon aligned north
return east.cross(p_grav).normalized()
# This function creates an orientation matrix using the magnetometer and gravity vector as inputs.
func orientate_by_mag_and_grav(p_mag, p_grav):
var rotate = Basis()
# as always, normalize!
p_mag = p_mag.normalized()
# gravity points down, so - gravity points up!
rotate.y = -p_grav.normalized()
# Cross products with our magnetic north gives an aligned east (or west, I always forget)
rotate.x = rotate.y.cross(p_mag)
# And cross product again and we get our aligned north completing our matrix
rotate.z = rotate.x.cross(rotate.y)
return rotate
# This function takes our gyro input and update an orientation matrix accordingly
# The gyro is special as this vector does not contain a direction but rather a
# rotational velocity. This is why we multiply our values with delta.
func rotate_by_gyro(p_gyro, p_basis, p_delta):
var rotate = Basis()
rotate = rotate.rotated(p_basis.x, -p_gyro.x * p_delta)
rotate = rotate.rotated(p_basis.y, -p_gyro.y * p_delta)
rotate = rotate.rotated(p_basis.z, -p_gyro.z * p_delta)
return rotate * p_basis
# This function corrects the drift in our matrix by our gravity vector
func drift_correction(p_basis, p_grav):
# as always, make sure our vector is normalized but also invert as our gravity points down
var real_up = -p_grav.normalized()
# start by calculating the dot product, this gives us the cosine angle between our two vectors
var dot = p_basis.y.dot(real_up)
# if our dot is 1.0 we're good
if (dot < 1.0):
# the cross between our two vectors gives us a vector perpendicular to our two vectors
var axis = p_basis.y.cross(real_up).normalized()
var correction = Basis(axis, acos(dot))
p_basis = correction * p_basis
return p_basis
func _process(delta):
# Get our data
var acc = Input.get_accelerometer()
var grav = Input.get_gravity()
var mag = Input.get_magnetometer()
var gyro = Input.get_gyroscope()
# Show our base values
get_node("Control/Accelerometer").text = 'Accelerometer: ' + str(acc) + ', gravity: ' + str(grav)
get_node("Control/Magnetometer").text = 'Magnetometer: ' + str(mag)
get_node("Control/Gyroscope").text = 'Gyroscope: ' + str(gyro)
# Check if we have all needed data
if grav.length() < 0.1:
if acc.length() < 0.1:
# we don't have either...
grav = Vector3(0.0, -1.0, 0.0)
else:
# The gravity vector is calculated by the OS by combining the other sensor inputs.
# If we don't have a gravity vector, from now on, use accelerometer...
grav = acc
if mag.length() < 0.1:
mag = Vector3(1.0, 0.0, 0.0)
# Update our arrow showing gravity
get_node("Arrows/AccelerometerArrow").transform.basis = get_basis_for_arrow(grav)
# Update our arrow showing our magnetometer
# Note that in absense of other strong magnetic forces this will point to magnetic north, which is not horizontal thanks to the earth being, uhm, round
get_node("Arrows/MagnetoArrow").transform.basis = get_basis_for_arrow(mag)
# Calculate our north vector and show that
var north = calc_north(grav,mag)
get_node("Arrows/NorthArrow").transform.basis = get_basis_for_arrow(north)
# Combine our magnetometer and gravity vector to position our box. This will be fairly accurate
# but our magnetometer can be easily influenced by magnets. Cheaper phones often don't have gyros
# so it is a good backup.
var mag_and_grav = get_node("Boxes/MagAndGrav")
mag_and_grav.transform.basis = orientate_by_mag_and_grav(mag, grav).orthonormalized()
# Using our gyro and do a drift correction using our gravity vector gives the best result
var gyro_and_grav = get_node("Boxes/GyroAndGrav")
var new_basis = rotate_by_gyro(gyro, gyro_and_grav.transform.basis, delta).orthonormalized()
gyro_and_grav.transform.basis = drift_correction(new_basis, grav)

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misc/sensors/main.tscn Normal file
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[gd_scene load_steps=11 format=2]
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lod_max_hysteresis = 0.0
mesh = SubResource( 2 )
skeleton = NodePath("..")
material/0 = SubResource( 5 )
_sections_unfolded = [ "Transform", "material" ]
[node name="Top" type="MeshInstance" parent="Arrows/MagnetoArrow"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 5, 0 )
layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 4 )
skeleton = NodePath("..")
material/0 = SubResource( 5 )
_sections_unfolded = [ "Transform", "material" ]
[node name="NorthArrow" type="Spatial" parent="Arrows"]
transform = Transform( 1, 0, 0, 0, -4.37114e-08, -1, 0, 1, -4.37114e-08, 0, 0, 0 )
_sections_unfolded = [ "Transform" ]
[node name="Bottom" type="MeshInstance" parent="Arrows/NorthArrow"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 2, 0 )
layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 2 )
skeleton = NodePath("..")
material/0 = SubResource( 6 )
_sections_unfolded = [ "Transform", "material" ]
[node name="Top" type="MeshInstance" parent="Arrows/NorthArrow"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 5, 0 )
layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 4 )
skeleton = NodePath("..")
material/0 = SubResource( 6 )
_sections_unfolded = [ "Transform", "material" ]
[node name="Boxes" type="Spatial" parent="."]
[node name="MagAndGrav" type="MeshInstance" parent="Boxes"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, -7, -4, 0 )
layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 7 )
skeleton = NodePath("..")
material/0 = SubResource( 8 )
_sections_unfolded = [ "Transform", "material" ]
[node name="GyroAndGrav" type="MeshInstance" parent="Boxes"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 7, -4, 0 )
layers = 1
material_override = null
cast_shadow = 1
extra_cull_margin = 0.0
use_in_baked_light = false
lod_min_distance = 0.0
lod_min_hysteresis = 0.0
lod_max_distance = 0.0
lod_max_hysteresis = 0.0
mesh = SubResource( 7 )
skeleton = NodePath("..")
material/0 = SubResource( 8 )
_sections_unfolded = [ "Transform", "material" ]
[node name="DirectionalLight" type="DirectionalLight" parent="."]
transform = Transform( 0.884838, -0.329433, 0.329449, 0, 0.707124, 0.707089, -0.4659, -0.625659, 0.62569, 0, 4.69444, 0 )
layers = 1
light_color = Color( 1, 1, 1, 1 )
light_energy = 1.0
light_negative = false
light_specular = 0.5
light_cull_mask = -1
shadow_enabled = false
shadow_color = Color( 0, 0, 0, 1 )
shadow_bias = 0.1
shadow_contact = 0.0
shadow_reverse_cull_face = false
editor_only = false
directional_shadow_mode = 2
directional_shadow_split_1 = 0.1
directional_shadow_split_2 = 0.2
directional_shadow_split_3 = 0.5
directional_shadow_blend_splits = false
directional_shadow_normal_bias = 0.8
directional_shadow_bias_split_scale = 0.25
directional_shadow_depth_range = 0
directional_shadow_max_distance = 200.0

View File

@@ -0,0 +1,23 @@
; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=3
[application]
config/name="Accelerometer, magnetometer and gyro demo"
run/main_scene="res://main.tscn"
config/icon="res://icon.png"
[gdnative]
singletons=[ ]
[rendering]
environment/default_environment="res://default_env.tres"