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src/input/motion/MotionSample.h
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319
src/input/motion/MotionSample.h
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#pragma once
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#include "util/math/vector3.h"
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#include "util/math/quaternion.h"
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struct Quat
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{
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float w;
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float x;
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float y;
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float z;
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Quat()
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{
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w = 1.0f;
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x = 0.0f;
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y = 0.0f;
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z = 0.0f;
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}
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Quat(float inW, float inX, float inY, float inZ)
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{
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w = inW;
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x = inX;
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y = inY;
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z = inZ;
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}
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static Quat AngleAxis(float inAngle, float inX, float inY, float inZ)
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{
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Quat result = Quat(cosf(inAngle * 0.5f), inX, inY, inZ);
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result.Normalize();
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return result;
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}
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void Set(float inW, float inX, float inY, float inZ)
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{
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w = inW;
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x = inX;
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y = inY;
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z = inZ;
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}
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Quat& operator*=(const Quat& rhs)
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{
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Set(w * rhs.w - x * rhs.x - y * rhs.y - z * rhs.z,
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w * rhs.x + x * rhs.w + y * rhs.z - z * rhs.y,
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w * rhs.y - x * rhs.z + y * rhs.w + z * rhs.x,
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w * rhs.z + x * rhs.y - y * rhs.x + z * rhs.w);
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return *this;
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}
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friend Quat operator*(Quat lhs, const Quat& rhs)
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{
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lhs *= rhs;
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return lhs;
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}
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void Normalize()
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{
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//printf("Normalizing: %.4f, %.4f, %.4f, %.4f\n", w, x, y, z);
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const float length = sqrtf(x * x + y * y + z * z);
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float targetLength = 1.0f - w * w;
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if (targetLength <= 0.0f || length <= 0.0f)
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{
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Set(1.0f, 0.0f, 0.0f, 0.0f);
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return;
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}
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targetLength = sqrtf(targetLength);
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const float fixFactor = targetLength / length;
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x *= fixFactor;
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y *= fixFactor;
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z *= fixFactor;
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//printf("Normalized: %.4f, %.4f, %.4f, %.4f\n", w, x, y, z);
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return;
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}
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Quat Normalized() const
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{
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Quat result = *this;
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result.Normalize();
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return result;
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}
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void Conjugate()
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{
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x = -x;
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y = -y;
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z = -z;
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return;
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}
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Quat Conjugated() const
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{
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Quat result = *this;
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result.Conjugate();
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return result;
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}
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};
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// helper class to store unified motion data
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// supports retrieving values in their API-specific (VPAD, KPAD etc.) format
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class MotionSample
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{
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public:
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MotionSample()
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{
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}
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MotionSample(float acc[3], float accAcceleration, float gyro[3], float orientation[3],
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float quaternion[4]
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)
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{
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m_acc[0] = acc[0];
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m_acc[1] = acc[1];
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m_acc[2] = acc[2];
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m_accAcceleration = accAcceleration;
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m_gyro[0] = gyro[0];
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m_gyro[1] = gyro[1];
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m_gyro[2] = gyro[2];
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m_orientation[0] = orientation[0];
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m_orientation[1] = orientation[1];
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m_orientation[2] = orientation[2];
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m_q[0] = quaternion[0];
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m_q[1] = quaternion[1];
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m_q[2] = quaternion[2];
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m_q[3] = quaternion[3];
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m_accMagnitude = sqrtf(m_acc[0] * m_acc[0] + m_acc[1] * m_acc[1] + m_acc[2] * m_acc[2]);
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}
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void getVPADOrientation(float orientation[3])
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{
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orientation[0] = m_orientation[0];
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orientation[1] = m_orientation[1];
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orientation[2] = m_orientation[2];
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}
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void getVPADGyroChange(float gyro[3])
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{
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// filter noise
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if (fabs(gyro[0]) < 0.012f)
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gyro[0] = 0.0f;
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if (fabs(gyro[1]) < 0.012f)
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gyro[1] = 0.0f;
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if (fabs(gyro[2]) < 0.012f)
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gyro[2] = 0.0f;
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// convert
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gyro[0] = _radToOrientation(-m_gyro[0]);
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gyro[1] = _radToOrientation(-m_gyro[1]);
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gyro[2] = _radToOrientation(m_gyro[2]);
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}
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void getVPADAccelerometer(float acc[3])
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{
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acc[0] = -m_acc[0];
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acc[1] = -m_acc[1];
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acc[2] = m_acc[2];
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}
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float getVPADAccMagnitude()
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{
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return m_accMagnitude;
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}
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float getVPADAccAcceleration() // Possibly not entirely correct. Our results are smaller than VPAD API ones
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{
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return m_accAcceleration;
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}
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void getVPADAccXY(float accXY[2])
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{
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float invMag = 1.0f / m_accMagnitude;
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float normAcc[3];
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normAcc[0] = m_acc[0] * invMag;
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normAcc[1] = m_acc[1] * invMag;
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normAcc[2] = m_acc[2] * invMag;
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accXY[0] = sqrtf(normAcc[0] * normAcc[0] + normAcc[1] * normAcc[1]);
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accXY[1] = -sin(getAtanPitch(-normAcc[2], normAcc[0], -normAcc[1]));
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}
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void getXVector(float vOut[3], Quaternionf& q)
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{
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float X = q.x;
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float Y = q.y;
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float Z = q.z;
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float W = q.w;
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float xy = X * Y;
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float xz = X * Z;
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float yy = Y * Y;
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float yw = Y * W;
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float zz = Z * Z;
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float zw = Z * W;
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vOut[0] = 1.0f - 2.0f * (yy + zz); // x.x
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vOut[2] = 2.0f * (xy + zw); // x.y
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vOut[1] = 2.0f * (xz - yw); // x.z
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}
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void getVPADAttitudeMatrix(float mtx[9])
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{
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// VPADs attitude matrix has mixed axis handedness, the most sane way to replicate it is by generating Y and Z by rotating the X vector
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Quaternionf qImu(m_q[0], m_q[1], m_q[2], m_q[3]);
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Quaternionf qY = qImu * Quaternionf::FromAngleAxis(1.5708f * 1.0f, 0.0f, 0.0f, 1.0f);
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Quaternionf qZ = qImu * Quaternionf::FromAngleAxis(1.5708f * 1.0f, 0.0f, 1.0f, 0.0f);
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getXVector(mtx + 0, qImu);
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getXVector(mtx + 3, qY);
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getXVector(mtx + 6, qZ);
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}
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static float calculateAccAcceleration(float prevAcc[3], float currentAcc[3])
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{
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float ax = currentAcc[0] - prevAcc[0];
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float ay = currentAcc[1] - prevAcc[1];
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float az = currentAcc[2] - prevAcc[2];
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return sqrtf(ax * ax + ay * ay + az * az);
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}
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void getAccelerometer(float acc[3])
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{
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acc[0] = m_acc[0];
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acc[1] = m_acc[1];
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acc[2] = m_acc[2];
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}
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void getGyrometer(float gyro[3])
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{
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gyro[0] = m_gyro[0];
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gyro[1] = m_gyro[1];
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gyro[2] = m_gyro[2];
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}
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private:
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static float _radToOrientation(float rad)
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{
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return rad / (2.0f * 3.14159265f);
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}
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static float getAtanPitch(float X, float Y, float Z)
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{
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return atan2f(-X, sqrtf(Y * Y + Z * Z));
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}
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// provided values
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float m_gyro[3]{};
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float m_acc[3]{};
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float m_accAcceleration{};
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float m_orientation[3]{};
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float m_q[4]{};
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// calculated values
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float m_accMagnitude{};
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};
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/*
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Captured VPAD attitude values
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Assuming GamePad is in a direct line between player (holder) and the monitor
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DRC flat on table, screen facing up. Top pointing away (away from person, pointing towards monitor):
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1.00 -0.03 -0.00
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0.03 0.99 -0.13
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0.01 0.13 0.99
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Turned 45° to the right:
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0.71 -0.03 0.71
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0.12 0.99 -0.08
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-0.70 0.14 0.70
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Turned 45° to the right (top of GamePad pointing right now):
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0.08 -0.03 1.00 -> Z points towards person
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0.15 0.99 0.01
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-0.99 0.15 0.09 -> DRC Z-Axis now points towards X-minus
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Turned 90° to the right (top of gamepad now pointing towards holder, away from monitor):
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-1.00 -0.01 0.06
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0.00 0.99 0.15
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-0.06 0.15 -0.99
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Turned 90° to the right (pointing left):
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-0.17 -0.01 -0.99
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-0.13 0.99 0.02
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0.98 0.13 -0.17
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After another 90° we end up in the initial position:
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0.99 -0.03 -0.11
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0.01 0.99 -0.13
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0.12 0.12 0.99
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------
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From initial position, lean the GamePad on its left side. 45° up. So the screen is pointing to the top left
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0.66 -0.75 -0.03
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0.74 0.66 -0.11
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0.10 0.05 0.99
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Further 45°, GamePad now on its left, screen pointing left:
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-0.03 -1.00 -0.00
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0.99 -0.03 -0.15
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0.15 -0.01 0.99
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From initial position, lean the GamePad on its right side. 45° up. So the screen is pointing to the top right
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0.75 0.65 -0.11
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-0.65 0.76 0.07
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0.12 0.02 0.99
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From initial position, tilt the GamePad up 90° (bottom side remains in touch with surface):
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0.99 -0.05 -0.10
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-0.10 0.01 -0.99
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0.05 1.00 0.01
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From initial position, stand the GamePad on its top side:
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1.00 -0.01 -0.09
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0.09 -0.01 1.00
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-0.01 -1.00 -0.01
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Rotate GamePad 180° around x axis, so it now lies on its screen (top of GamePad pointing to holder):
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0.99 -0.03 -0.15
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-0.04 -1.00 -0.08
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-0.15 0.09 -0.99
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*/
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