讀加速計感測器(高階)

直接使用來自加速計感測器的原始值來移動或旋轉 GameObject 會導致諸如抖動或振動等問題。建議在使用前平滑值。事實上,加速計感測器的值應始終在使用前平滑。這可以通過低通濾波器實現,這就是 Vector3.Lerp 到位的地方。

//The lower this value, the less smooth the value is and faster Accel is updated. 30 seems fine for this
const float updateSpeed = 30.0f;

float AccelerometerUpdateInterval = 1.0f / updateSpeed;
float LowPassKernelWidthInSeconds = 1.0f;
float LowPassFilterFactor = 0;
Vector3 lowPassValue = Vector3.zero;

void Start()
{
    //Filter Accelerometer
    LowPassFilterFactor = AccelerometerUpdateInterval / LowPassKernelWidthInSeconds;
    lowPassValue = Input.acceleration;
}

void Update()
{

    //Get Raw Accelerometer values (pass in false to get raw Accelerometer values)
    Vector3 rawAccelValue = filterAccelValue(false);
    Debug.Log("RAW X: " + rawAccelValue.x + "  Y: " + rawAccelValue.y + "  Z: " + rawAccelValue.z);

    //Get smoothed Accelerometer values (pass in true to get Filtered Accelerometer values)
    Vector3 filteredAccelValue = filterAccelValue(true);
    Debug.Log("FILTERED X: " + filteredAccelValue.x + "  Y: " + filteredAccelValue.y + "  Z: " + filteredAccelValue.z);
}

//Filter Accelerometer
Vector3 filterAccelValue(bool smooth)
{
    if (smooth)
        lowPassValue = Vector3.Lerp(lowPassValue, Input.acceleration, LowPassFilterFactor);
    else
        lowPassValue = Input.acceleration;

    return lowPassValue;
}