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2025-10-11 05:03:59 -07:00

159 lines
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GDScript

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: String = "%.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)