[Flii] New version of FWiidom in svn

Pete Hobson pete at freesome.com
Mon Apr 2 05:48:12 EDT 2007


hey adam,

can i just confirm you have access to *both* the live acceleration  
data , and the 1G *and* zero point calibration data.  All three are  
needed to calculate rotation correctly  believe.

On 2 Apr 2007, at 10:20, Adam Robertson wrote:

> wow, bet someones a bit tired today ;)
>
> so, I take it it worked for you, that's a good first step!
>
> this page my be helpful (or may be what you already know)...
>
> http://www.wiili.org/index.php/Motion_analysis
>
> ...in fact that page seems to have been updated since I last looked  
> and have the pitch/roll equations, which I think are the same as we  
> are using?
>
> A
>
>
> On 4/2/07, Rob Bateman <rob.bateman at gmail.com> wrote:
> 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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>
>
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>
> -- 
> Rob Bateman
> Senior Creative Developer
>
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> Mobile: 07714 329 073
>
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>
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