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Get some sort of altitude without Sensorbar
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Defender666



Joined: 18 Jan 2007
Posts: 4

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PostPosted: Sun Jan 21, 2007 3:33 pm    Post subject: Get some sort of altitude without Sensorbar

Hi,

i want to calculate some sort of altitude without Sensorbar. According to the wiki Motion_analysis:

Quote:
For Position Sensing without the IR sensor, I suggest using a button on the wiimote to "set pointer to the center". This way you don't even have to point the monitor (eg. pointing in a slideshow or anything using a projector). This could be a "solution" to errors while identifying the controller position (the user sometimes points to the center of the screen and presses a button). Anyway without the IR you'll difficultly achieve that sense of "laser pointing".


This should be possible. Of course it does not need to be precise.

For FPS If the wiimote is moved down. I want to crouch and stay in crouch
If it moves to center i want to go to normal
If I move the wiimote up i want to jump once.

I play using Z800 HMD so the sensorbar is not an option. As i turn physically in the room to look around.

So having some sort of altitude recognisation whould come close to reality.

Jump to Jump in Game
Crouch to Crouch in Game

I already tryed to use the rawY rawZ Acceleration however this values also change when i pitch. So i need some position value without the Sensorbar.

Any ideas or suggestions?

Thank you
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TylerK



Joined: 18 Dec 2006
Posts: 384
Location: Springfield, IL

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PostPosted: Sun Jan 21, 2007 5:42 pm    Post subject:

I believe Wiimote.RelAccY is what you're looking for, but it's still going to be very inaccurate.
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CarlKenner
Site Admin


Joined: 29 Nov 2006
Posts: 614

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PostPosted: Sun Jan 21, 2007 8:55 pm    Post subject:

You need to calculate velocity, and then position, based on acceleration. It is harder than it sounds, especially when the acceleration is so inaccurate.
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Defender666



Joined: 18 Jan 2007
Posts: 4

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PostPosted: Mon Jan 22, 2007 8:16 am    Post subject:

So the position Can only be calculated when i know how long the Wiimote travels at a certain speed. How do i setup a timer in GlovePie? With timer i dont mean "wait XXXms"
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CarlKenner
Site Admin


Joined: 29 Nov 2006
Posts: 614

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PostPosted: Mon Jan 22, 2007 10:01 am    Post subject:

You can use the Now function. But it isn't very precise.
eg.

var.duration = (Now - var.oldtime) in seconds
var.oldtime = Now
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MacD



Joined: 15 Jan 2007
Posts: 13

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PostPosted: Tue Jan 23, 2007 10:56 am    Post subject:

How about something like

if HeldDown(x, MinTime) && (acceleration > (large-ish number...experiment to get good value)) then crouchkey?

You could do it without the HeldDown function too...just check if the downwards acceleration is large enough. This way, a quick flick down of the wiimote would set you to crouch. You just want theacceleration to bel arge enough that it isn't set off when you don't mean to.
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Defender666



Joined: 18 Jan 2007
Posts: 4

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PostPosted: Tue Jan 23, 2007 12:09 pm    Post subject:

I got it working somehow. But it is rather slow. Had to add a wait so that once acceleration down/up is detected. The breaking (negative acceleration) does not confuse it.

Or for instance when i jump, i will land again so this would be acceleration down again. But i dont want to crouch. So the block Variable are necessary.

I dont want to crouch or jump when i pitch, so i added some test before crouching or jumping.

May be some one wants to try it out and has some better ideas.

@MacD what is the function HeldDown. I dont get this. Is it in GlovePie? What does that do?

Code:
//Clibration for my wiimote

var.xOffset = 2
var.yOffset = -23
var.zOffset = 1

var.xRest = 2
var.yRest = 2
var.zRest = 2

var.xMax = 26
var.yMax = 24
var.zMax = 20


// 1st player led on so you know it's running
Wiimote.leds = 1

var.xRot = Wiimote.RawForceX + var.xOffset
var.yRot = Wiimote.RawForceY + var.yOffset
var.zRot = Wiimote.RawForceZ + var.zOffset


//Crouch
if var.yRot <-17 and var.blockCrouch = False and Wiimote.Pitch<20 and Wiimote.Pitch>-20
key.Space = false
var.blockSpace = true
key.C = true
wait 1000ms
var.blockSpace = false


//Jump

elseif var.yRot > 20 and var.blockSpace = False and Wiimote.Pitch<20 and Wiimote.Pitch>-20
key.C = false
var.blockCrouch =true
key.Space =true
wait 1000ms
var.blockCrouch =false
key.Space =false

else
//key.C=false
//key.Space=false
endif

debug = 'X:' + var.xRot + ', ' + 'Y:' + var.yRot + ', ' + 'Z:' + var.zRot + 'Pitch:'+ Wiimote.Pitch
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