我需要计算空间中的iphone速度,例如打孔速度
我的第一个问题是:加速度值accelerometer:didAccelerate
是否具有此过滤操作:
gravity_x = acceleration.x * kFilteringFactor + gravity_x * (1.0 - kFilteringFactor);
gravity_y = acceleration.y * kFilteringFactor + gravity_y * (1.0 - kFilteringFactor);
gravity_z = acceleration.z * kFilteringFactor + gravity_z * (1.0 - kFilteringFactor);
float gravityNorm = sqrt(gravity_x * gravity_x + gravity_y * gravity_y + gravity_z * gravity_z);
accelX = acceleration.x - gravity_x / gravityNorm;
accelY = acceleration.y - gravity_y / gravityNorm;
accelZ = acceleration.z - gravity_z / gravityNorm;
与使用CoreMotion的相同
motionManager.deviceMotion.userAcceleration.x;
motionManager.deviceMotion.userAcceleration.y;
motionManager.deviceMotion.userAcceleration.z;
?
接下来,根据相同的问题,我做以下几个
const float accuracy=10;
float accx = (float) ((int) (accelX * accuracy))/ accuracy;
float accy= (float) ((int) (accelY * accuracy))/ accuracy;
float accz= (float) ((int) (accelZ * accuracy))/ accuracy;
用于舍入值,然后,我认为,我获得当前速度
float dx = accx*9.81+prevX*9.81;
float dy = accy*9.81+prevY*9.81;
float dz = accz*9.81+prevZ*9.81;
speed_after_x = dx/2*myAccelerometer.updateInterval+speed_before_x;
speed_after_y = dy/2*myAccelerometer.updateInterval+speed_before_y;
speed_after_z = dz/2*myAccelerometer.updateInterval+speed_before_z;
根据iphone accelerometer speed and distance
那么
prevX=accx;
prevY=accy;
prevZ=accz;
speed_before_x=speed_after_x;
speed_before_y=speed_after_y;
speed_before_z=speed_after_z;
最后将速度计算为矢量长度
float speed = sqrt(speed_after_x*speed_after_x+speed_after_y*speed_after_y+speed_after_z*speed_after_z);
if (max_speed<speed) max_speed = speed;
但是标签中包含的速度值总是在增加。我的意思是如果我移动设备然后停止,速度值不会变为0.加速度补偿自身是否为0?
答案 0 :(得分:11)
这是我设法散列的示例代码。我现在就把它放在这里:
//
// ViewController.m
// Acce
//
// Created by Diziet on 14/05/2012.
// Copyright (c) 2012 __MyCompanyName__. All rights reserved.
//
#import "ViewController.h"
@interface ViewController () {
UIAccelerationValue gravX;
UIAccelerationValue gravY;
UIAccelerationValue gravZ;
UIAccelerationValue prevVelocity;
UIAccelerationValue prevAcce;
}
@property (strong) UIAccelerometer *sharedAcc;
@end
@implementation ViewController
@synthesize sharedAcc = _sharedAcc;
#define kAccelerometerFrequency 50.0 //Hz
#define kFilteringFactor 0.1
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib.
self.sharedAcc = [UIAccelerometer sharedAccelerometer];
self.sharedAcc.delegate = self;
self.sharedAcc.updateInterval = 1 / kAccelerometerFrequency;
gravX = gravY = gravZ = prevVelocity = prevAcce = 0.f;
}
- (void)viewDidUnload
{
[super viewDidUnload];
// Release any retained subviews of the main view.
}
- (BOOL)shouldAutorotateToInterfaceOrientation:(UIInterfaceOrientation)interfaceOrientation
{
return (interfaceOrientation != UIInterfaceOrientationPortraitUpsideDown);
}
- (UIAccelerationValue)tendToZero:(UIAccelerationValue)value {
if (value < 0) {
return ceil(value);
} else {
return floor(value);
}
}
#define kAccelerometerFrequency 50.0 //Hz
#define kFilteringFactor 0.1
- (void)accelerometer:(UIAccelerometer *)accelerometer didAccelerate:(UIAcceleration *)acceleration {
gravX = (acceleration.x * kFilteringFactor) + (gravX * (1.0 - kFilteringFactor));
gravY = (acceleration.y * kFilteringFactor) + (gravY * (1.0 - kFilteringFactor));
gravZ = (acceleration.z * kFilteringFactor) + (gravZ * (1.0 - kFilteringFactor));
UIAccelerationValue accelX = acceleration.x - ( (acceleration.x * kFilteringFactor) + (gravX * (1.0 - kFilteringFactor)) );
UIAccelerationValue accelY = acceleration.y - ( (acceleration.y * kFilteringFactor) + (gravY * (1.0 - kFilteringFactor)) );
UIAccelerationValue accelZ = acceleration.z - ( (acceleration.z * kFilteringFactor) + (gravZ * (1.0 - kFilteringFactor)) );
accelX *= 9.81f;
accelY *= 9.81f;
accelZ *= 9.81f;
accelX = [self tendToZero:accelX];
accelY = [self tendToZero:accelY];
accelZ = [self tendToZero:accelZ];
UIAccelerationValue vector = sqrt(pow(accelX,2)+pow(accelY,2)+pow(accelZ, 2));
UIAccelerationValue acce = vector - prevVelocity;
UIAccelerationValue velocity = (((acce - prevAcce)/2) * (1/kAccelerometerFrequency)) + prevVelocity;
NSLog(@"X %g Y %g Z %g, Vector %g, Velocity %g",accelX,accelY,accelZ,vector,velocity);
prevAcce = acce;
prevVelocity = velocity;
}
@end
它需要根据您的需求进行修改,特别是因为我之后只是抛弃了这些值。记录为“速度”的结果值“速度”在加速事件停止后趋于回到非常小的负值,例如, * 10 ^ -17。所以,是的,我的书几乎为零。你会想在那里进行一些舍入,甚至可能将值放大。我不认为我能把它高于0.2或0.3,但我又不想把手机扔到房间里(还)。