[Flii] Converting Wiimote readings to roll/pitch

Pete Hobson pete at freesome.com
Sun Apr 1 11:09:02 EDT 2007


Hey adam,

I have it working, as you did for single axis movement,  right now  
the maths break  down when they are combined however.

for example :

		var fx:Number = (Flii.WiiRemoteACx-Flii.WiiRemoteAccX_zero)/(155- 
Flii.WiiRemoteAccX_zero);
		var fz:Number = (Flii.WiiRemoteACz-132)/(159-132);
		
//alpha is pitch
		var alpha:Number = Math.atan2(fx,fz);

		pCar.rotationZ=((180*alpha)/Math.PI );	


The constants should be replaced with values from the zero point  
settings on the wiimote (i havn't yet done this)

My thoughts on this is that at present these conversions should be  
done right up at the AS level, and once the maths are working  
properly we move them down lower into the server...?






On 1 Apr 2007, at 15:25, Adam Robertson wrote:

> Hi,
>
> I've still not figured out the math to convert the Wiimote's motion  
> sensor readings into nice easy to use roll & pitch values, as  
> GlovePie already does internally. Any suggestions?
>
> Pete, you were going to ask a friend about this, did you ever get  
> an answer?
>
> A
>
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