unity3d - Accelerometer sensitivity - c#

I am testing the accelerometer code in Unity3D 4.3. What I want to do is simple change the object angle while tilting the ipad, to fake view angle like real live. Everything works fine except for the fact that the accelerometer is a bit too sensitive and I can see the GameObject is like of flickering even I put it on table. How can I make it less sensitive so that even when you hold with your hand the angle will change according to the tilt and the object remain steady?
Here are my code:
void Update () {
Vector3 dir = Vector3.zero;
dir.x = Mathf.Round(Input.acceleration.x * 1000.0f) / 1000.0f;
dir.y = Mathf.Round(Input.acceleration.y * 1000.0f) / 1000.0f;
dir.z = Mathf.Round(Input.acceleration.z * 1000.0f) / 1000.0f;
// clamp acceleration vector to the unit sphere
if (dir.sqrMagnitude > 1)
dir.Normalize();
// Make it move 10 meters per second instead of 10 meters per frame...
dir *= Time.deltaTime;
dir *= speed;
acx = dir.x;
acy = dir.y;
acz = dir.z;
transform.rotation = Quaternion.Euler(dir.y-20, -dir.x, 0);
}

You may need to use a low pass filter (s. Exponential Moving Average for a better description regarding software) before using the signal output. I always use native code to get accelerometer and gyroscope values on iPhone so I am not 100% sure how Unity handles this. But from what you are describing the values appear unfiltered.
A low pass filter calculate a weighted average from all your previous values. Having for example a filter factor on 0.1 your weighted average is:
Vector3 aNew = Input.acceleration;
float a = 0.1f * aNew + 0.9f * a;
This way your values are smoothed at the expense of a small delay. Running the accelerometer with 50 Hz you won't notice it.

I couldn't make Kay's example work as it was not multiplying the last part, so here's my small correction:
Vector3 aNew = Input.acceleration;
a = (0.1 * aNew) + (0.9 * a);

Related

How to get the signed angle of a quaternion on an arbitrary axis

I'm trying to make an airplane controller, I am kind of aiming for something between arcade and realistic, so I want the plane to turn with a force proportional to the roll.
I haven't coded in any adjustments and I'm still prototyping the whole thing, but I encountered a problem with getting the signed rotation angle while using quaternions, I had a look at Determining if quarternion rotation is clockwise or counter clockwise here on SO but I am having trouble generalizing the solution to the (almost) arbitrary plane the rotation can be at.
What I made by now:
private void FixedUpdate()
{
float desiredYaw = _yaw * _rotationSpeed * Time.fixedDeltaTime;
float desiredPitch = -_pitch * _rotationSpeed * Time.fixedDeltaTime;
float rotationStepSize = _throttle * Time.fixedDeltaTime;
Quaternion toRotate = Quaternion.Euler(desiredPitch, 0, desiredYaw);
Quaternion straighRotation = Quaternion.LookRotation(_transform.forward, Vector3.up );
_rotation = _transform.rotation * toRotate;
float turningForce = Quaternion.Angle( _rotation, straighRotation );
_rigidbody.MoveRotation( _rotation );
_rigidbody.AddTorque( turningForce * _rotationForce * rotationStepSize * Vector3.up );
_rigidbody.AddRelativeForce( _speed * rotationStepSize * Vector3.forward );
}
EDIT: I realized I'm calculating the turning force using the roll rather then the yaw, that was intended just wrong wording, corrected now.
Since all you need is a factor that describes how downward the plane's right is, you can just use the y component of the plane's right for that. No need to bring in quaternions or even trigonometry. Explanation in comments:
private void FixedUpdate()
{
// ...
// Calculate how downward local right is in range [-1,1]
// The more downward, the more tilted right the plane is
// positive = tilted right
// negative = tilted left
float turnFactor = -_transform.right.y;
// Could do things to modify turnFactor to affect easing here.
// For instance, if turning rate should start slower then rapidly increase:
// turnFactor = Mathf.Sign(turnFactor) * turnFactor * turnFactor;
// Use factor and _rotationForce member to calculate torque, apply along
// global up.
// We expect to call this every fixed frame so we can just use the default
// ForceMode of ForceMode.Force which multiplies fixed delta time inside.
_rigidbody.AddTorque(_rotationForce * turnFactor * Vector3.up);
// ...
}

Diagonal speed is too fast

How can I keep the diagonal speed to be the same as the horizontal and vertical speed without clamping any value or using ".normaized". I tryed to normalize the values but I lost the joystick values between 1 and 0. Here is my code :
void ListenInput()
{
Vector3 rightDirection = camera.right;
Vector3 frontDirection = camera.GetForwardFromAngleY();
move = new Vector2(
Input.GetAxis("Horizontal"),
Input.GetAxis("Vertical")
);
MoveCharacter(rightDirection * move.x);
MoveCharacter(frontDirection * move.y);
}
void MoveCharacter(Vector3 velocity)
{
transform.position += velocity * Time.deltaTime * runningSpeed;
}
Here, you should clamp the magnitude of the input Vector2.
For example with Vector2.ClampMagnitude() from the Unity API.
That will keep the input non-binary and prevent the diagonal from getting larger than purely horizontal/vertical inputs.
void ListenInput()
{
Vector3 rightDirection = camera.right;
Vector3 frontDirection = camera.GetForwardFromAngleY();
move = new Vector2(
Input.GetAxis("Horizontal"),
Input.GetAxis("Vertical")
);
move = Vector2.ClampMagnitude(move, 1f);
MoveCharacter(rightDirection * move.x);
MoveCharacter(frontDirection * move.y);
}
void MoveCharacter(Vector3 velocity)
{
transform.position += velocity * Time.deltaTime * runningSpeed;
}
If you normalize a vector you will make sure it's length is 1. This is a great way to avoid quirks like "diagonal movement is faster than normal movement".
However, the fact that the length is always 1 also means that there is no "move slowly" or "move at full speed" distinction from the joystick. When you say "I lost the joystick values between 1 and 0" is due to this fact.
One way developers get around this is by using a mathematical formula to scale the speed.
You could:
Use the largest value (horizontal or vertical) to control the speed
Use the smallest value
Use a combination of the two
Another way to do this is to store how long ago the movement started, then scale the speed based on that. This method has its own challenges, but is very familiar to players.
Examples
For instance, if I have:
horizontalInput = 1
verticalInput = 0.5
This means my normalized vector looks like this:
I could:
Use the largest value
Move at full speed (1) on the direction of my vector.
Use the smallest value
Move at half speed (0.5) on the direction of my vector.
Use a Use a combination of the two values
For this instance, lets use the following formula: (x+y)/2.
Move at 3/4 speed (0.75) on the direction of my vector.
NOTE: This formula will not "feel" as nice if you have x=0 and y=1, this is just an example. You most likely want to use Min, Max, Avg and if-clauses to control how the speed works.
You can use different formulas and different techniques to make the movement in your game feel like what you want, but take the time to analyze WHY it feels like that.

How does Spaceflight simulator predict flight-paths?

I am trying to make a game with Unity that uses rockets that are in orbit and can transition to different planets, but I need to predict the rocket path in real-time, depending on the current velocity/direction of the rocket allot like spaceflight simulator does.
I have managed to get realistic physics and orbits when adding gravitational forces to a rigidBody:
var sateliteCords = Satelite.transform.position;
var planetCords = gameObject.transform.position;
var distance = sateliteCords - planetCords;
distanceFromSatelite = Vector3.Distance(Satelite.transform.position, gameObject.transform.position);
F = (Gravity * Mass) / Mathf.Pow(distanceFromSatelite,2);
forces = (distance / Mathf.Sqrt(Mathf.Pow(distance.x, 2)+ Mathf.Pow(distance.y, 2)+ Mathf.Pow(distance.z, 2))) * -F;
Satelite.GetComponent<Rigidbody>().AddForce(forces * Time.deltaTime, ForceMode.Force);
but I don't know how to predict future points in time to give me the orbit shape.
I have tried "speeding up the simulation" with Time.timeScale = 50; but it isn't fast enough.
I read somewhere that I need a copy of the solar system running independently form the unity updates, and calculate the rocket trajectory from there but I don't know how to approach that.
I'm a bit of a noob when it comes to physics simulations so can one of you geniuses please help?
Here's what your code is actually doing:
var sateliteCords = Satelite.transform.position;
var planetCords = gameObject.transform.position;
var distance = sateliteCords - planetCords;
distanceFromSatelite = distance.magnitude;
F = (Gravity * Mass) / Mathf.Pow(distanceFromSatelite,2);
forces = distance / distanceFromSatellite * -F;
Satelite.GetComponent<Rigidbody>().AddForce(forces * Time.deltaTime, ForceMode.Force);
You can further reduce it by doing:
var distance = sateliteCords - planetCords;
distanceSqrMag = distance.sqrMagnitude;
F = (Gravity * Mass) / distanceSqrMag;
forces = distance.normalized * -F;
Satelite.GetComponent<Rigidbody>().AddForce(forces * Time.deltaTime, ForceMode.Force);
Now that the code is much simpler, I can find a crucial mistake. ForceMode.Force already multiplies the Force by Time.deltaTime. What you want here is to switch to ForceMode.Impulse, or remove the deltaTime.
F = (Gravity * Mass) / distanceSqrMag;
forces = distance.normalized * -F;
Satelite.GetComponent<Rigidbody>().AddForce(forces, ForceMode.Force);
Or better yet, assuming Mass is the mass of the satellite, and gravity is not a general constant, but just the local gravity of your planet. ForceMode.Force divides the force by the mass of the rigidbody it is applied on.
F = Gravity / distanceSqrMag;
forces = distance.normalized * -F;
Satelite.GetComponent<Rigidbody>().AddForce(forces, ForceMode.Acceleration);
Now that's all out the way, you can do a very simple approximation by doing something like
var currentPos = _rigidBody.position;
var prevPos = currentPos;
var currentVelocity = _rigidBody.velocity;
var planetCords = gameObject.transform.position;
for (int i = 0; i < stepCount; i++)
{
var distance = planetCords - currentPos;
var forceMag = Gravity / distance.sqrMagnitude;
forces = distance.normalized * forceMag;
currentVelocity += forces * Time.fixedDeltaTime;
currentPos += currentVelocity * Time.fixedDeltaTime;
//Replace by a TrailRenderer you reset each frame
Debug.DrawLine(prevPos, currentPos, Color.Red, Time.deltaTime);
prevPos = currentPos;
}
Note that this code is untested, I probably made a mistake here or there, but that's the gist of it.
Don't worry about getting any difference in trajectory, this is exactly what unity does to predict positions. No need for fancy calculations when you got all the computing power you need.
If you want more than one-body gravity simulation, it's simple. Either apply the gravity of all planets, or simply the gravity of the closest planet taking its mass into account. I recommend the former if you have less than a dozen planets.
You don't need conics, or advanced math, or any of that. You're not kerbal space program. Sometime brute force is the best solution.

deciding whether cw or acw rotation from gesture, 3 ordered sample points

user starts from A and moves to C though(via) B (sample points on screen) in unity3d. at this point, i have calculated angle (theta) which in both images is almost 45 deg(almost). problem is i wanted to conclude that in left image user intended CounterClockWise motion and in right image user intends clockwise rotation.
ahh, its really complicated than i imagined, please suggest.
currently unity code is like
protected void calcAngles(){
v1 = go2.position - go1.position;
v2 = go3.position - go1.position;
v3 = go3.position - go2.position;
float angle = Vector3.Angle (v2, v1);
Debug.Log ("angle:" + angle.ToString ());
//float atan = Mathf.Atan2 (Vector3.Dot (v3, Vector3.Cross (v1, v2)), Vector3.Dot (v1, v2)) * Mathf.Rad2Deg;
//Debug.Log ("atan2:" + atan.ToString ());
}
any ideas.? psudo code.? huge thanks in advance. cheers,lala
It is incredibly difficult to do this.
This may help...
private float bestKnownXYCWAngleFromTo(Vector3 a, Vector3 b)
// the best technology we have so far
{
a.z = 0f;
b.z = 0f;
float __angleCCW = Mathf.Atan2(b.y, b.x) - Mathf.Atan2(a.y, a.x);
if ( __angleCCW < 0f ) __angleCCW += (2.0f * Mathf.PI);
float __angleCWviaatan = (2.0f * Mathf.PI) - __angleCCW;
__angleCWviaatan = __angleCWviaatan * (Mathf.Rad2Deg);
if ( __angleCWviaatan >= 360.0 ) __angleCWviaatan = __angleCWviaatan-360.0f;
return __angleCWviaatan;
}
note that this is a 2D concept, modify as you need.
note that obviously "a" is just your (b-a) and "b" is just your (c-a)
Please note that true gesture recognition is a very advanced research field. I encourage you to get one of the solutions out there,
https://www.assetstore.unity3d.com/en/#!/content/14458
https://www.assetstore.unity3d.com/en/#!/content/21660
which represent literally dozens of engineer-years of effort. PDollar is great (that implementation is even free on the asset store!)
Uuuups. My answer from before was completely wrong. It seems that Vector3.Angle always gives a unsigned angle. But we need the sign to understand whether is rotating clockwise or counterclockwise.
Now, this piece of code will give you a SIGNED angle between your two vectors. The Normal argument should be the normal to the plane you want to consider.
float SignedAngle(Vector3 from, Vector3 to, Vector3 normal){
float angle = Vector3.Angle(from,to);
float sign = Mathf.Sign(Vector3.Dot(normal, Vector3.Cross(from,to)));
float signed_angle = angle * sign;
return signed_angle;
}

Galaxian-like Enemy movement

I'm making a galaxian-like shooter, and my enemy objects have a destination Vector which they travel towards, using this bit of code:
position.X -= (Motion.X / Magnitude) * Speed;
position.Y -= (Motion.Y / Magnitude) * Speed;
Motion is worked out by:
this.Motion = InitialPosition - Destination;
This makes them travel in a straight line towards the destination.
However, I want to make them a bit more interesting, and travel on a sin or cos wave, a bit like Galaxian did.
How can I do this?
You might be better off defining a bezier curve for the movement function than simple functions like a sine wave. Galaxian certainly had more complex movements than that.
Here is a link to a primer on the maths of Bezier curves. It's quite a long document, but does a good job of covering the maths involved, with plenty of examples.
Hope that helps inspire you.
One way to do this would be to create an acceleration factor for the horizontal motion and add that factor to the horizontal speed every tick. So if your horizontal speed for a given enemy was 2 to begin, and your acceleration was -.01, then after 200 ticks the enemy would be going straight down, and after another 200 ticks it would be moving at a horizontal speed of -2. This will give a nice curve.
By determining the speed and acceleration randomly for each enemy (within certain limits determined by experimentation) you can create a nice looking variety of attack profiles without too much effort. This would give a very Galaxian-like motion.
You can do the same thing with the vertical as well, though, of course, the acceleration limits would be very different...for the horizontal acceleration you would probably want to determine a range that was equal in magnitude on either side of 0 (say -.02 to +.02), while for the vertical acceleration, you probably always want the ship to end up going down off the bottom of the screen, so you probably want that acceleration to always end up positive (or negative depending on how you're doing screen coordinates.)
You would do this by utilizing waypoint navigation, in line with your current motion code. You would calculate the waypoints by graphing the sine wave. You would do this by using something to the effect of Destination.Y = Math.Sin(Destination.X) - it's a little difficult to say for sure without seeing your code at large.
Creating an oscillator and moving the enemy (even without momentum) perpendicularly to its direction by an offset equals to the sine or cosine of the oscillator would be enough.
The following example, while working, is clearly just a guideline. I hope it can help you.
var dest = new PointF(200, 100);
var pos = new PointF(30, 140);
var oscAngle = 0d;
var dirAngle = Math.Atan2(dest.Y - pos.Y, dest.X - pos.X);
//Constants for your simulation
const int movSpeed = 2;
const int amp = 2;
const double frequency = Math.PI / 5;
//Inappropriate loop condition, change it to proper
while (true)
{
oscAngle += frequency;
//Scalar offset, you can use Cos as well
var oscDelta = Math.Sin(oscAngle);
//Linear movement
var stepVector = new SizeF((float)(Math.Cos(dirAngle) * movSpeed), (float)(Math.Sin(dirAngle) * movSpeed));
//Oscillating movement, making it transversal by adding 90° to the direction angle
var oscNormalAngle = dirAngle + Math.PI / 2;
//Vector for the oscillation
var oscVector = new SizeF((float)(Math.Cos(oscNormalAngle) * oscDelta) * amp, (float)(Math.Sin(oscNormalAngle) * oscDelta) * amp);
pos += stepVector + oscVector;
//Operate below
}

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