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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
- ## Returns 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: Vector3) -> Basis:
- 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
- ## Combines the magnetometer reading with the gravity vector to get a vector that points due north.
- func calc_north(p_grav: Vector3, p_mag: Vector3) -> Vector3:
- # 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()
- ## Returns an orientation matrix using the magnetometer and gravity vector as inputs.
- func orientate_by_mag_and_grav(p_mag: Vector3, p_grav: Vector3) -> Basis:
- 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
- ## Takes our gyro input and updates 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: Vector3, p_basis: Basis, p_delta: float) -> Basis:
- 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
- ## Returns the basis corrected for drift by our gravity vector.
- func drift_correction(p_basis: Basis, p_grav: Vector3) -> Basis:
- # 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: float) -> void:
- # Get our data from the engine's sensor readings.
- var acc := Input.get_accelerometer()
- var grav := Input.get_gravity()
- var mag := Input.get_magnetometer()
- var gyro := Input.get_gyroscope()
- # Show our base values.
- var format := "%.05f"
- %AccX.text = format % acc.x
- %AccY.text = format % acc.y
- %AccZ.text = format % acc.z
- %GravX.text = format % grav.x
- %GravY.text = format % grav.y
- %GravZ.text = format % grav.z
- %MagX.text = format % mag.x
- %MagY.text = format % mag.y
- %MagZ.text = format % mag.z
- %GyroX.text = format % gyro.x
- %GyroY.text = format % gyro.y
- %GyroZ.text = format % gyro.z
- # 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 the accelerometer...
- grav = acc
- if mag.length() < 0.1:
- mag = Vector3(1.0, 0.0, 0.0)
- # Update our arrow showing gravity.
- $Arrows/AccelerometerArrow.transform.basis = get_basis_for_arrow(grav)
- # Update our arrow showing our magnetometer.
- # Note that in absence of other strong magnetic forces this will point to magnetic north,
- # which is not horizontal thanks to the earth being round.
- $Arrows/MagnetoArrow.transform.basis = get_basis_for_arrow(mag)
- # Calculate our north vector and show that.
- var north := calc_north(grav, mag)
- $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: MeshInstance3D = $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: MeshInstance3D = $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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