demo-game/scripts/accel_calibration.gd
simon bc25226a31 Initial commit: Godot Pong game with WebSocket accelerometer control.
Includes platform steering via calibrated accel axes, ball physics,
calibration overlay with axis detection, and runtime tuning sliders.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-05-28 21:52:35 +02:00

111 lines
2.3 KiB
GDScript

class_name AccelCalibration
extends RefCounted
enum Axis { X, Y, Z }
var axis: Axis = Axis.X
var sign: float = 1.0
var center: float = 0.0
var suggested_threshold: float = 3000.0
var _samples_right: Array[Vector3] = []
var _samples_left: Array[Vector3] = []
func reset() -> void:
_samples_right.clear()
_samples_left.clear()
func record_right(accel: Vector3i) -> void:
_samples_right.append(Vector3(accel))
func record_left(accel: Vector3i) -> void:
_samples_left.append(Vector3(accel))
func is_ready() -> bool:
return _samples_right.size() >= 20 and _samples_left.size() >= 20
func analyze() -> bool:
if not is_ready():
return false
var mean_r := _mean(_samples_right)
var mean_l := _mean(_samples_left)
var diff := mean_r - mean_l
var diffs := [absf(diff.x), absf(diff.y), absf(diff.z)]
axis = Axis.X
var best: float = diffs[0]
if diffs[1] > best:
best = diffs[1]
axis = Axis.Y
if diffs[2] > best:
best = diffs[2]
axis = Axis.Z
var delta := _component(diff, axis)
sign = 1.0 if delta >= 0.0 else -1.0
var all_samples: Array[Vector3] = []
all_samples.append_array(_samples_right)
all_samples.append_array(_samples_left)
var projections: Array[float] = []
for sample in all_samples:
projections.append(_component(sample, axis) * sign)
projections.sort()
center = projections[projections.size() / 2]
var deviations: Array[float] = []
for value in projections:
deviations.append(absf(value - center))
deviations.sort()
var median_idx := deviations.size() / 2
var spread := deviations[median_idx] if not deviations.is_empty() else 500.0
suggested_threshold = clampf(spread * 1.35, 200.0, 12000.0)
return true
func project(accel: Vector3i) -> float:
return _component(Vector3(accel), axis) * sign
func axis_name() -> String:
match axis:
Axis.X:
return "x"
Axis.Y:
return "y"
Axis.Z:
return "z"
return "?"
func _mean(samples: Array[Vector3]) -> Vector3:
if samples.is_empty():
return Vector3.ZERO
var sum := Vector3.ZERO
for s in samples:
sum += s
return sum / float(samples.size())
func _mean_scalar(samples: Array[Vector3], ax: Axis) -> float:
return _component(_mean(samples), ax)
func _component(v: Vector3, ax: Axis) -> float:
match ax:
Axis.X:
return v.x
Axis.Y:
return v.y
Axis.Z:
return v.z
return 0.0