[Flii] New version of FWiidom in svn

Rob Bateman rob.bateman at gmail.com
Sun Apr 1 21:44:29 EDT 2007


Hey guys

i've had a look at the .as files and the output you get from the conduit,
and looked at how it reacts to the motion of the wiimote

very interesting stuff, and after much waving about, i've made some
observations which i hope will help with the development

i've not had a chance to compile my own tests, (no as3 on my pc at the mo)
but from what i've seen of your own, there seems to be some confusion over
the three gyroscopic outputs (measured as gX, gY and gZ i believe, as output
in your graph demo)

each one appears to be outputting the sin of the angle of the normalised
vector from the horizontal. (a normalised vector to a plane represents a
vector of length 1 extending perpendicularly out of the plane) to elaborate:

gX is outputting the sin of the angle of the normalised vector  of the right
side of the wiimote from the horizontal
gY is outputting the sin of the angle of the normalised vector  of the front
of the wiimote (where the ir sensor is) from the horizontal
gZ is outputting the sin of the angle of the normalised vector  of the
bottom of the wiimote from the horizontal

in each case, a positive angle is represented as being above the horizontal
plane, and a negative angle below. So for example, when gY is +1, the angle
is +90 degrees and the right side of the wiimote is pointing straight up.

for the fields in your wiimotecontroller class, pitch can be calculated in
radians from the arcsin of the gY value, and roll can be calulated in
radians from the arcsin of the gX value. The gZ value is slightly redundant
as it doesn't add any information to that already given by gX and gY, but i
suppose it could be used to smooth out erroneous readings from gX and gY.

>From examining the fields in the wiimotecontroller class, i'm a little
confused by the presence of relative acceleration values. I'm unsure how
these could be calculated to sufficient accuracy with the information
available, because of the redundance with orientation thanks to Newtons
second law. The force (acceleration) being applied to the wiimote could not
be distinguished by the gyroscopes from the force being applied by the
earths gravity, hence the two vectors would simple multiply together and
would appear as if the wiimote had been tilted. It may be possible to
produce something that could be subtracted from the orientation readings
given by the ir sensor, but only if the wiimote was pointing at the sensor
bar at the time.

I plan to get my pc set up so that in future i can run tests myself, to get
a better picture of what is it possible to determine from the output
available. In the meantime, i hope the above information is useful! :)

cheers

Rob


On 4/1/07, Pete Hobson <pete at freesome.com> wrote:
>
> Nice one adam.
> I'll have a look at this under parallels on the mac, will be interesting
> to see if it works there.
>
> One quick question - does using c# bring in dependancies on the .NET
> framework also, or can you use c# for non .net console apps also??
>
>
> On 1 Apr 2007, at 21:41, Adam Robertson wrote:
>
> Hi,
>
> I've put my work so far on the new FWiidom c# wrapper in my svn @.
>
> http://www.fwiidom.org/svn/
>
> there's a quick readme and the start of some bare bones documentation in
> there too, if you are intrested in beta testing it feel free to have a play
> and let me know how you get on.
>
> Adam
>
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-- 
Rob Bateman
Senior Creative Developer

Work: 0207 7804841
Mobile: 07714 329 073

rob.bateman at akqa.com     |    http://www.akqa.com

AKQA, 1 St John's Lane, London EC1M 4BL, UK.
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