ShakeWake: Fixed instant wake after sleep issue in certain positions (#1691)
* ShakeWake: Fixed instant wake after sleep issue in certain positions Add lastX var to track the previous x acceleration for correct calculation of speed. Reorder axes for clarity. --------- Co-authored-by: Isaac <114504394+isaacc27@users.noreply.github.com> Co-authored-by: FintasticMan <52415484+FintasticMan@users.noreply.github.com>
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@ -16,6 +16,7 @@ void MotionController::Update(int16_t x, int16_t y, int16_t z, uint32_t nbSteps)
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lastTime = time;
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lastTime = time;
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time = xTaskGetTickCount();
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time = xTaskGetTickCount();
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lastX = this->x;
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this->x = x;
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this->x = x;
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lastY = this->y;
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lastY = this->y;
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this->y = y;
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this->y = y;
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@ -53,7 +54,7 @@ bool MotionController::ShouldRaiseWake(bool isSleeping) {
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bool MotionController::ShouldShakeWake(uint16_t thresh) {
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bool MotionController::ShouldShakeWake(uint16_t thresh) {
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/* Currently Polling at 10hz, If this ever goes faster scalar and EMA might need adjusting */
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/* Currently Polling at 10hz, If this ever goes faster scalar and EMA might need adjusting */
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int32_t speed = std::abs(z + (y / 2) + (x / 4) - lastY / 2 - lastZ) / (time - lastTime) * 100;
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int32_t speed = std::abs(z - lastZ + (y / 2) - (lastY / 2) + (x / 4) - (lastX / 4)) / (time - lastTime) * 100;
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//(.2 * speed) + ((1 - .2) * accumulatedSpeed);
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//(.2 * speed) + ((1 - .2) * accumulatedSpeed);
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// implemented without floats as .25Alpha
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// implemented without floats as .25Alpha
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accumulatedSpeed = (speed / 5) + ((accumulatedSpeed / 5) * 4);
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accumulatedSpeed = (speed / 5) + ((accumulatedSpeed / 5) * 4);
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@ -67,6 +67,7 @@ namespace Pinetime {
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TickType_t lastTime = 0;
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TickType_t lastTime = 0;
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TickType_t time = 0;
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TickType_t time = 0;
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int16_t lastX = 0;
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int16_t x = 0;
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int16_t x = 0;
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int16_t lastYForRaiseWake = 0;
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int16_t lastYForRaiseWake = 0;
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int16_t lastY = 0;
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int16_t lastY = 0;
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