how to find Qibla angle in Flutter Qibla - flutter

#Here is my current code to get angle but this is in decimal value I want to get in angle from 1 to 360 degree#
final qiblahDirection = snapshot.data;
var _angle = ((qiblahDirection.qiblah ?? 0) * (pi / 180) * -1

double calculateQiblaDirection(Coordinates coordinates) {
// Equation from "Spherical Trigonometry For the use of colleges and schools" page 50
final longitudeDelta =
radians(makkah.longitude) - radians(coordinates.longitude);
final latitudeRadians = radians(coordinates.latitude);
final term1 = sin(longitudeDelta);
final term2 = cos(latitudeRadians) * tan(radians(makkah.latitude));
final term3 = sin(latitudeRadians) * cos(longitudeDelta);
final angle = atan2(term1, term2 - term3);
return DoubleUtil.unwindAngle(degrees(angle));
}
class DoubleUtil {
static double normalizeWithBound(double value, double max) {
return value - (max * ((value / max).floorToDouble()));
}
static double unwindAngle(double value) {
return normalizeWithBound(value, 360);
}
static double closestAngle(double angle) {
if (angle >= -180 && angle <= 180) {
return angle;
}
return angle - (360 * (angle / 360).roundToDouble());
}
}

Related

How to get direction from onDragUpdate

How would you get a direction from onDragUpdate?
Vector2 dragDeltaPosition = Vector2(0, 0);
Vector2 dragDirectionVector = Vector2(0, 0);
#override
bool onDragStart(DragStartInfo info) {
dragDeltaPosition = info.eventPosition.game - position;
return false;
}
#override
bool onDragUpdate(DragUpdateInfo info) {
// double x = info.eventPosition.game.x - dragDeltaPosition.x;
// double y = info.eventPosition.game.y - dragDeltaPosition.y;
// double x = info.eventPosition.game.x - info.delta.game.x;
// double y = info.eventPosition.game.y - info.delta.game.y;
dragDirectionVector = Vector2(x, y);
}
Update: this kind of work:
double x = (info.eventPosition.game - position).x - dragDeltaPosition.x;
double y = (info.eventPosition.game - position).y - dragDeltaPosition.y;
Let me know if there is a better way. Thanks
You'll have to look on the delta, which is the vector from the last onDragUpdate to the current one.
#override
bool onDragUpdate(DragUpdateInfo info) {
// You can use info.delta.game.normalized here too if you don't care
// about the length of the directional vector.
dragDirectionVector = info.delta.game;
}

babel-loader can't deal with multiline string?

Running babel-loader from create-react-app, seeing the following error from the #react-three/drei module:
Failed to compile.
./node_modules/#react-three/drei/core/softShadows.js 11:40
Module parse failed: Unexpected token (11:40)
File was processed with these loaders:
* ./node_modules/babel-loader/lib/index.js
You may need an additional loader to handle the result of these loaders.
| rings = 11
| } = {}) => `#define LIGHT_WORLD_SIZE ${size}
> #define LIGHT_FRUSTUM_WIDTH ${frustrum ?? frustum}
| #define LIGHT_SIZE_UV (LIGHT_WORLD_SIZE / LIGHT_FRUSTUM_WIDTH)
| #define NEAR_PLANE ${near}
That just looks like a multiline string to me, so I'm not sure why the loader would be choking on it. Here's a more complete look at the module that's failing to be loaded:
// node_modules\#react-three\drei\core> cat .\softShadows.js
import * as THREE from 'three';
const pcss = ({
frustrum,
frustum = 3.75,
size = 0.005,
near = 9.5,
samples = 17,
rings = 11
} = {}) => `#define LIGHT_WORLD_SIZE ${size}
#define LIGHT_FRUSTUM_WIDTH ${frustrum ?? frustum}
#define LIGHT_SIZE_UV (LIGHT_WORLD_SIZE / LIGHT_FRUSTUM_WIDTH)
#define NEAR_PLANE ${near}
#define NUM_SAMPLES ${samples}
#define NUM_RINGS ${rings}
#define BLOCKER_SEARCH_NUM_SAMPLES NUM_SAMPLES
#define PCF_NUM_SAMPLES NUM_SAMPLES
vec2 poissonDisk[NUM_SAMPLES];
void initPoissonSamples(const in vec2 randomSeed) {
float ANGLE_STEP = PI2 * float(NUM_RINGS) / float(NUM_SAMPLES);
float INV_NUM_SAMPLES = 1.0 / float(NUM_SAMPLES);
float angle = rand(randomSeed) * PI2;
float radius = INV_NUM_SAMPLES;
float radiusStep = radius;
for (int i = 0; i < NUM_SAMPLES; i++) {
poissonDisk[i] = vec2(cos(angle), sin(angle)) * pow(radius, 0.75);
radius += radiusStep;
angle += ANGLE_STEP;
}
}
float penumbraSize(const in float zReceiver, const in float zBlocker) { // Parallel plane estimation
return (zReceiver - zBlocker) / zBlocker;
}
float findBlocker(sampler2D shadowMap, const in vec2 uv, const in float zReceiver) {
float searchRadius = LIGHT_SIZE_UV * (zReceiver - NEAR_PLANE) / zReceiver;
float blockerDepthSum = 0.0;
int numBlockers = 0;
for (int i = 0; i < BLOCKER_SEARCH_NUM_SAMPLES; i++) {
float shadowMapDepth = unpackRGBAToDepth(texture2D(shadowMap, uv + poissonDisk[i] * searchRadius));
if (shadowMapDepth < zReceiver) {
blockerDepthSum += shadowMapDepth;
numBlockers++;
}
}
if (numBlockers == 0) return -1.0;
return blockerDepthSum / float(numBlockers);
}
float PCF_Filter(sampler2D shadowMap, vec2 uv, float zReceiver, float filterRadius) {
float sum = 0.0;
for (int i = 0; i < PCF_NUM_SAMPLES; i++) {
float depth = unpackRGBAToDepth(texture2D(shadowMap, uv + poissonDisk[ i ] * filterRadius));
if (zReceiver <= depth) sum += 1.0;
}
for (int i = 0; i < PCF_NUM_SAMPLES; i++) {
float depth = unpackRGBAToDepth(texture2D(shadowMap, uv + -poissonDisk[ i ].yx * filterRadius));
if (zReceiver <= depth) sum += 1.0;
}
return sum / (2.0 * float(PCF_NUM_SAMPLES));
}
float PCSS(sampler2D shadowMap, vec4 coords) {
vec2 uv = coords.xy;
float zReceiver = coords.z; // Assumed to be eye-space z in this code
initPoissonSamples(uv);
float avgBlockerDepth = findBlocker(shadowMap, uv, zReceiver);
if (avgBlockerDepth == -1.0) return 1.0;
float penumbraRatio = penumbraSize(zReceiver, avgBlockerDepth);
float filterRadius = penumbraRatio * LIGHT_SIZE_UV * NEAR_PLANE / zReceiver;
return PCF_Filter(shadowMap, uv, zReceiver, filterRadius);
}`;
Fixed this issue by downgrading drei to version 4, seems to be happening on all version after 5.0.0
The particular version I downgraded to is 4.1.2

How to return distances below 10km way flutter

Managed to sort my snapshots by those nearest to the user's location, but am having trouble showing only those that are within a returned distance of 10(km). I tried writing if statements above return totalDistance in the distance function, but no luck. Any help would be appreciated!
double calculateDistance(lat1, lon1, lat2, lon2){
var p = 0.017453292519943295;
var c = cos;
var a = 0.5 - c((lat2 - lat1) * p)/2 +
c(lat1 * p) * c(lat2 * p) *
(1 - c((lon2 - lon1) * p))/2;
return 12742 * asin(sqrt(a));
}
double distance(Position position, DocumentSnapshot snapshot){
final double myPositionLat = position.latitude;
final double myPositionLong = position.longitude;
final double lat = snapshot.data['latitude'];
final double long = snapshot.data['longitude'];
double totalDistance = calculateDistance(myPositionLat, myPositionLong, lat, long);
return totalDistance;
}
#override
void initState() {
super.initState();
subscription = collectionReference.snapshots().listen((data) async {
final location = await getLocation();
print('user location = $location');
final documents = data.documents;
documents.sort((a, b) {
final distanceA = distance(location, a);
final distanceB = distance(location, b);
return distanceA.compareTo(distanceB);
});
}
Try using where to filter the list. I've never used Dart but I imagine it looks something like this:
final documents = data.documents.where((a) => distance(location, a) < 10);
Maybe tack on .toList(); if you want an actual List and not an Iterable.

Is it possible to turn gps ground speed and vehical heading to acceleration and yaw angle in NED [duplicate]

I am developing an android application to calculate position based on Sensor's Data
Accelerometer --> Calculate Linear Acceleration
Magnetometer + Accelerometer --> Direction of movement
The initial position will be taken from GPS (Latitude + Longitude).
Now based on Sensor's Readings i need to calculate the new position of the Smartphone:
My Algorithm is following - (But is not calculating Accurate Position): Please help me improve it.
Note: My algorithm Code is in C# (I am sending Sensor Data to Server - Where Data is stored in the Database. I am calculating the position on Server)
All DateTime Objects have been calculated using TimeStamps - From 01-01-1970
var prevLocation = ServerHandler.getLatestPosition(IMEI);
var newLocation = new ReceivedDataDTO()
{
LocationDataDto = new LocationDataDTO(),
UsersDto = new UsersDTO(),
DeviceDto = new DeviceDTO(),
SensorDataDto = new SensorDataDTO()
};
//First Reading
if (prevLocation.Latitude == null)
{
//Save GPS Readings
newLocation.LocationDataDto.DeviceId = ServerHandler.GetDeviceIdByIMEI(IMEI);
newLocation.LocationDataDto.Latitude = Latitude;
newLocation.LocationDataDto.Longitude = Longitude;
newLocation.LocationDataDto.Acceleration = float.Parse(currentAcceleration);
newLocation.LocationDataDto.Direction = float.Parse(currentDirection);
newLocation.LocationDataDto.Speed = (float) 0.0;
newLocation.LocationDataDto.ReadingDateTime = date;
newLocation.DeviceDto.IMEI = IMEI;
// saving to database
ServerHandler.SaveReceivedData(newLocation);
return;
}
//If Previous Position not NULL --> Calculate New Position
**//Algorithm Starts HERE**
var oldLatitude = Double.Parse(prevLocation.Latitude);
var oldLongitude = Double.Parse(prevLocation.Longitude);
var direction = Double.Parse(currentDirection);
Double initialVelocity = prevLocation.Speed;
//Get Current Time to calculate time Travelling - In seconds
var secondsTravelling = date - tripStartTime;
var t = secondsTravelling.TotalSeconds;
//Calculate Distance using physice formula, s= Vi * t + 0.5 * a * t^2
// distanceTravelled = initialVelocity * timeTravelling + 0.5 * currentAcceleration * timeTravelling * timeTravelling;
var distanceTravelled = initialVelocity * t + 0.5 * Double.Parse(currentAcceleration) * t * t;
//Calculate the Final Velocity/ Speed of the device.
// this Final Velocity is the Initil Velocity of the next reading
//Physics Formula: Vf = Vi + a * t
var finalvelocity = initialVelocity + Double.Parse(currentAcceleration) * t;
//Convert from Degree to Radians (For Formula)
oldLatitude = Math.PI * oldLatitude / 180;
oldLongitude = Math.PI * oldLongitude / 180;
direction = Math.PI * direction / 180.0;
//Calculate the New Longitude and Latitude
var newLatitude = Math.Asin(Math.Sin(oldLatitude) * Math.Cos(distanceTravelled / earthRadius) + Math.Cos(oldLatitude) * Math.Sin(distanceTravelled / earthRadius) * Math.Cos(direction));
var newLongitude = oldLongitude + Math.Atan2(Math.Sin(direction) * Math.Sin(distanceTravelled / earthRadius) * Math.Cos(oldLatitude), Math.Cos(distanceTravelled / earthRadius) - Math.Sin(oldLatitude) * Math.Sin(newLatitude));
//Convert From Radian to degree/Decimal
newLatitude = 180 * newLatitude / Math.PI;
newLongitude = 180 * newLongitude / Math.PI;
This is the Result I get --> Phone was not moving. As you can see speed is 27.3263111114502 So there is something wrong in calculating Speed but I don't know what
ANSWER:
I found a solution to calculate position based on Sensor: I have posted an Answer below.
If you need any help, please leave a comment
this is The results compared to GPS (Note: GPS is in Red)
As some of you mentioned you got the equations wrong but that is just a part of the error.
Newton - D'Alembert physics for non relativistic speeds dictates this:
// init values
double ax=0.0,ay=0.0,az=0.0; // acceleration [m/s^2]
double vx=0.0,vy=0.0,vz=0.0; // velocity [m/s]
double x=0.0, y=0.0, z=0.0; // position [m]
// iteration inside some timer (dt [seconds] period) ...
ax,ay,az = accelerometer values
vx+=ax*dt; // update speed via integration of acceleration
vy+=ay*dt;
vz+=az*dt;
x+=vx*dt; // update position via integration of velocity
y+=vy*dt;
z+=vz*dt;
the sensor can rotate so the direction must be applied:
// init values
double gx=0.0,gy=-9.81,gz=0.0; // [edit1] background gravity in map coordinate system [m/s^2]
double ax=0.0,ay=0.0,az=0.0; // acceleration [m/s^2]
double vx=0.0,vy=0.0,vz=0.0; // velocity [m/s]
double x=0.0, y=0.0, z=0.0; // position [m]
double dev[9]; // actual device transform matrix ... local coordinate system
(x,y,z) <- GPS position;
// iteration inside some timer (dt [seconds] period) ...
dev <- compass direction
ax,ay,az = accelerometer values (measured in device space)
(ax,ay,az) = dev*(ax,ay,az); // transform acceleration from device space to global map space without any translation to preserve vector magnitude
ax-=gx; // [edit1] remove background gravity (in map coordinate system)
ay-=gy;
az-=gz;
vx+=ax*dt; // update speed (in map coordinate system)
vy+=ay*dt;
vz+=az*dt;
x+=vx*dt; // update position (in map coordinate system)
y+=vy*dt;
z+=vz*dt;
gx,gy,gz is the global gravity vector (~9.81 m/s^2 on Earth)
in code my global Y axis points up so the gy=-9.81 and the rest are 0.0
measure timings are critical
Accelerometer must be checked as often as possible (second is a very long time). I recommend not to use timer period bigger than 10 ms to preserve accuracy also time to time you should override calculated position with GPS value. Compass direction can be checked less often but with proper filtration
compass is not correct all the time
Compass values should be filtered for some peak values. Sometimes it read bad values and also can be off by electro-magnetic polution or metal enviroment. In that case the direction can be checked by GPS during movement and some corrections can be made. For example chech GPS every minute and compare GPS direction with compass and if it is constantly of by some angle then add it or substract it.
why do simple computations on server ???
Hate on-line waste of traffic. Yes you can log data on server (but still i think file on device will be better) but why to heck limit position functionality by internet connection ??? not to mention the delays ...
[Edit 1] additional notes
Edited the code above a little. The orientation must be as precise as it can be to minimize cumulative errors.
Gyros would be better than compass (or even better use them both). Acceleration should be filtered. Some low pass filtering should be OK. After gravity removal I would limit ax,ay,az to usable values and throw away too small values. If near low speed also do full stop (if it is not a train or motion in vacuum). That should lower the drift but increase other errors so an compromise has to be found between them.
Add calibration on the fly. When filtered acceleration = 9.81 or very close to it then the device is probably stand still (unless its a flying machine). Orientation/direction can be corrected by actual gravity direction.
Acceleration sensors and gyros are not suited for position calculation.
After some seconds the errors become incredible high. (I hardly remember that the double integration is the problem).
Look at this Google tech talk video about sensor fusioning,
he explains in very detail why this is not possible.
After solving the position I calculated using Sensors I would like to post my code here in case anyone needs in future:
Note: This was only checked on Samsung Galaxy S2 phone and only when person was walking with the phone, it has not been tested when moving in car or on bike
This is the result I got when compared when compared with GPS, (Red Line GPS, Blue is Position calculated with Sensor)
The code is not very efficient, but I hope my sharing this code will help someone and point them in the right direction.
I had two seperate classes:
CalculatePosition
CustomSensorService
public class CalculatePosition {
static Double earthRadius = 6378D;
static Double oldLatitude,oldLongitude;
static Boolean IsFirst = true;
static Double sensorLatitude, sensorLongitude;
static Date CollaborationWithGPSTime;
public static float[] results;
public static void calculateNewPosition(Context applicationContext,
Float currentAcceleration, Float currentSpeed,
Float currentDistanceTravelled, Float currentDirection, Float TotalDistance) {
results = new float[3];
if(IsFirst){
CollaborationWithGPSTime = new Date();
Toast.makeText(applicationContext, "First", Toast.LENGTH_LONG).show();
oldLatitude = CustomLocationListener.mLatitude;
oldLongitude = CustomLocationListener.mLongitude;
sensorLatitude = oldLatitude;
sensorLongitude = oldLongitude;
LivePositionActivity.PlotNewPosition(oldLongitude,oldLatitude,currentDistanceTravelled * 1000, currentAcceleration, currentSpeed, currentDirection, "GPSSensor",0.0F,TotalDistance);
IsFirst = false;
return;
}
Date CurrentDateTime = new Date();
if(CurrentDateTime.getTime() - CollaborationWithGPSTime.getTime() > 900000){
//This IF Statement is to Collaborate with GPS position --> For accuracy --> 900,000 == 15 minutes
oldLatitude = CustomLocationListener.mLatitude;
oldLongitude = CustomLocationListener.mLongitude;
LivePositionActivity.PlotNewPosition(oldLongitude,oldLatitude,currentDistanceTravelled * 1000, currentAcceleration, currentSpeed, currentDirection, "GPSSensor", 0.0F, 0.0F);
return;
}
//Convert Variables to Radian for the Formula
oldLatitude = Math.PI * oldLatitude / 180;
oldLongitude = Math.PI * oldLongitude / 180;
currentDirection = (float) (Math.PI * currentDirection / 180.0);
//Formulae to Calculate the NewLAtitude and NewLongtiude
Double newLatitude = Math.asin(Math.sin(oldLatitude) * Math.cos(currentDistanceTravelled / earthRadius) +
Math.cos(oldLatitude) * Math.sin(currentDistanceTravelled / earthRadius) * Math.cos(currentDirection));
Double newLongitude = oldLongitude + Math.atan2(Math.sin(currentDirection) * Math.sin(currentDistanceTravelled / earthRadius)
* Math.cos(oldLatitude), Math.cos(currentDistanceTravelled / earthRadius)
- Math.sin(oldLatitude) * Math.sin(newLatitude));
//Convert Back from radians
newLatitude = 180 * newLatitude / Math.PI;
newLongitude = 180 * newLongitude / Math.PI;
currentDirection = (float) (180 * currentDirection / Math.PI);
//Update old Latitude and Longitude
oldLatitude = newLatitude;
oldLongitude = newLongitude;
sensorLatitude = oldLatitude;
sensorLongitude = oldLongitude;
IsFirst = false;
//Plot Position on Map
LivePositionActivity.PlotNewPosition(newLongitude,newLatitude,currentDistanceTravelled * 1000, currentAcceleration, currentSpeed, currentDirection, "Sensor", results[0],TotalDistance);
}
}
public class CustomSensorService extends Service implements SensorEventListener{
static SensorManager sensorManager;
static Sensor mAccelerometer;
private Sensor mMagnetometer;
private Sensor mLinearAccelertion;
static Context mContext;
private static float[] AccelerometerValue;
private static float[] MagnetometerValue;
public static Float currentAcceleration = 0.0F;
public static Float currentDirection = 0.0F;
public static Float CurrentSpeed = 0.0F;
public static Float CurrentDistanceTravelled = 0.0F;
/*---------------------------------------------*/
float[] prevValues,speed;
float[] currentValues;
float prevTime, currentTime, changeTime,distanceY,distanceX,distanceZ;
float[] currentVelocity;
public static CalculatePosition CalcPosition;
/*-----FILTER VARIABLES-------------------------*-/
*
*
*/
public static Float prevAcceleration = 0.0F;
public static Float prevSpeed = 0.0F;
public static Float prevDistance = 0.0F;
public static Float totalDistance;
TextView tv;
Boolean First,FirstSensor = true;
#Override
public void onCreate(){
super.onCreate();
mContext = getApplicationContext();
CalcPosition = new CalculatePosition();
First = FirstSensor = true;
currentValues = new float[3];
prevValues = new float[3];
currentVelocity = new float[3];
speed = new float[3];
totalDistance = 0.0F;
Toast.makeText(getApplicationContext(),"Service Created",Toast.LENGTH_SHORT).show();
sensorManager = (SensorManager) getSystemService(SENSOR_SERVICE);
mAccelerometer = sensorManager.getDefaultSensor(Sensor.TYPE_ACCELEROMETER);
mMagnetometer = sensorManager.getDefaultSensor(Sensor.TYPE_MAGNETIC_FIELD);
//mGyro = sensorManager.getDefaultSensor(Sensor.TYPE_GYROSCOPE);
mLinearAccelertion = sensorManager.getDefaultSensor(Sensor.TYPE_LINEAR_ACCELERATION);
sensorManager.registerListener(this, mAccelerometer, SensorManager.SENSOR_DELAY_NORMAL);
sensorManager.registerListener(this, mMagnetometer, SensorManager.SENSOR_DELAY_NORMAL);
//sensorManager.registerListener(this, mGyro, SensorManager.SENSOR_DELAY_NORMAL);
sensorManager.registerListener(this, mLinearAccelertion, SensorManager.SENSOR_DELAY_NORMAL);
}
#Override
public void onDestroy(){
Toast.makeText(this, "Service Destroyed", Toast.LENGTH_SHORT).show();
sensorManager.unregisterListener(this);
//sensorManager = null;
super.onDestroy();
}
#Override
public void onAccuracyChanged(Sensor sensor, int accuracy) {
// TODO Auto-generated method stub
}
#Override
public void onSensorChanged(SensorEvent event) {
float[] values = event.values;
Sensor mSensor = event.sensor;
if(mSensor.getType() == Sensor.TYPE_ACCELEROMETER){
AccelerometerValue = values;
}
if(mSensor.getType() == Sensor.TYPE_LINEAR_ACCELERATION){
if(First){
prevValues = values;
prevTime = event.timestamp / 1000000000;
First = false;
currentVelocity[0] = currentVelocity[1] = currentVelocity[2] = 0;
distanceX = distanceY= distanceZ = 0;
}
else{
currentTime = event.timestamp / 1000000000.0f;
changeTime = currentTime - prevTime;
prevTime = currentTime;
calculateDistance(event.values, changeTime);
currentAcceleration = (float) Math.sqrt(event.values[0] * event.values[0] + event.values[1] * event.values[1] + event.values[2] * event.values[2]);
CurrentSpeed = (float) Math.sqrt(speed[0] * speed[0] + speed[1] * speed[1] + speed[2] * speed[2]);
CurrentDistanceTravelled = (float) Math.sqrt(distanceX * distanceX + distanceY * distanceY + distanceZ * distanceZ);
CurrentDistanceTravelled = CurrentDistanceTravelled / 1000;
if(FirstSensor){
prevAcceleration = currentAcceleration;
prevDistance = CurrentDistanceTravelled;
prevSpeed = CurrentSpeed;
FirstSensor = false;
}
prevValues = values;
}
}
if(mSensor.getType() == Sensor.TYPE_MAGNETIC_FIELD){
MagnetometerValue = values;
}
if(currentAcceleration != prevAcceleration || CurrentSpeed != prevSpeed || prevDistance != CurrentDistanceTravelled){
if(!FirstSensor)
totalDistance = totalDistance + CurrentDistanceTravelled * 1000;
if (AccelerometerValue != null && MagnetometerValue != null && currentAcceleration != null) {
//Direction
float RT[] = new float[9];
float I[] = new float[9];
boolean success = SensorManager.getRotationMatrix(RT, I, AccelerometerValue,
MagnetometerValue);
if (success) {
float orientation[] = new float[3];
SensorManager.getOrientation(RT, orientation);
float azimut = (float) Math.round(Math.toDegrees(orientation[0]));
currentDirection =(azimut+ 360) % 360;
if( CurrentSpeed > 0.2){
CalculatePosition.calculateNewPosition(getApplicationContext(),currentAcceleration,CurrentSpeed,CurrentDistanceTravelled,currentDirection,totalDistance);
}
}
prevAcceleration = currentAcceleration;
prevSpeed = CurrentSpeed;
prevDistance = CurrentDistanceTravelled;
}
}
}
#Override
public IBinder onBind(Intent arg0) {
// TODO Auto-generated method stub
return null;
}
public void calculateDistance (float[] acceleration, float deltaTime) {
float[] distance = new float[acceleration.length];
for (int i = 0; i < acceleration.length; i++) {
speed[i] = acceleration[i] * deltaTime;
distance[i] = speed[i] * deltaTime + acceleration[i] * deltaTime * deltaTime / 2;
}
distanceX = distance[0];
distanceY = distance[1];
distanceZ = distance[2];
}
}
EDIT:
public static void PlotNewPosition(Double newLatitude, Double newLongitude, Float currentDistance,
Float currentAcceleration, Float currentSpeed, Float currentDirection, String dataType) {
LatLng newPosition = new LatLng(newLongitude,newLatitude);
if(dataType == "Sensor"){
tvAcceleration.setText("Speed: " + currentSpeed + " Acceleration: " + currentAcceleration + " Distance: " + currentDistance +" Direction: " + currentDirection + " \n");
map.addMarker(new MarkerOptions()
.position(newPosition)
.title("Position")
.snippet("Sensor Position")
.icon(BitmapDescriptorFactory
.fromResource(R.drawable.line)));
}else if(dataType == "GPSSensor"){
map.addMarker(new MarkerOptions()
.position(newPosition)
.title("PositionCollaborated")
.snippet("GPS Position"));
}
else{
map.addMarker(new MarkerOptions()
.position(newPosition)
.title("Position")
.snippet("New Position")
.icon(BitmapDescriptorFactory
.fromResource(R.drawable.linered)));
}
map.moveCamera(CameraUpdateFactory.newLatLngZoom(newPosition, 18));
}
As per our discussion, since your acceleration is continuously changing, the equations of motion that you have applied shall not give you an accurate answer.
You may have to keep updating your position and velocities as and when you get a new reading for acceleration.
Since this would be highly inefficient, my suggestion would be to call the update function every few seconds and use the average value of acceleration during that period to get the new velocity and position.
I am not quite sure, but my best guess would be around this part:
Double initialVelocity = prevLocation.Speed;
var t = secondsTravelling.TotalSeconds;
var finalvelocity = initialVelocity + Double.Parse(currentAcceleration) * t;
if lets say at the prevLocation the speed was: 27.326... and t==0 and currentAcceleration ==0 (as you said you were idle) the finalvelocity would come down to
var finalvelocity = 27.326 + 0*0;
var finalvelocity == 27.326
If the finalvelocity becomes the speed of the currentlocation, so that previouslocation = currentlocation. This would mean that your finalvelocity might not go down. But then again, there's quite a bit of assumptions here.
Seems like you are making it hard on yourself. You should be able to simply use the Google Play Service Location API and easily access location, direction, speed, etc. accurately.
I would look into using that instead of doing work server side for it.

Fill polygon in unity 3d

I've some problem when draw manual in unity 2d.
I used list vector to draw polygon, but I can't fill it.
I also read this tutorial: http://forum.unity3d.com/threads/draw-polygon.54092/
But it's seem I need to convert polygon to triangles.(because my polygon is complex so convert to triangles is hard. I need to use some algorithm like Ear clipping...).
Please help me an easy way to fill it. (I think unity is top of game engine, then have some way to do it easiest).
Thanks so so much.
You are stuck with converting to mesh to get fill to work... GPUs(shaders) can only fill the interior spaces of triangles... This is fairly easy if you are working with closed convex polygons. Polygons with concave sections will take a bit more complicated algorithm to convert to mesh, but it seems you've already done some research on the subject (you mentioned ear clipping).
Good luck implementing your polygon list to triangle algo :)
I can offer Poisson-Disc algorithm remodel UniformPoissonDiskSampler.cs like :
using System;
using System.Collections.Generic;
using UnityEngine;
namespace AwesomeNamespace
{
public static class UniformPoissonDiskSampler
{
public const int DefaultPointsPerIteration = 30;
static readonly float SquareRootTwo = (float)Math.Sqrt(2);
struct Settings
{
public UnityEngine.Vector2 TopLeft, LowerRight, Center;
public UnityEngine.Vector2 Dimensions;
public float? RejectionSqDistance;
public float MinimumDistance;
public float CellSize;
public int GridWidth, GridHeight;
}
struct State
{
public UnityEngine.Vector2?[,] Grid;
public List<UnityEngine.Vector2> ActivePoints, Points;
}
public static List<UnityEngine.Vector2> SampleCircle(UnityEngine.Vector2 center, float radius, float minimumDistance)
{
return SampleCircle(center, radius, minimumDistance, DefaultPointsPerIteration);
}
public static List<UnityEngine.Vector2> SampleCircle(UnityEngine.Vector2 center, float radius, float minimumDistance, int pointsPerIteration)
{
return Sample(center - new UnityEngine.Vector2(radius, radius), center + new UnityEngine.Vector2(radius, radius), radius, minimumDistance, pointsPerIteration, null);
}
public static List<UnityEngine.Vector2> SampleRectangle(UnityEngine.Vector2 topLeft, UnityEngine.Vector2 lowerRight, float minimumDistance)
{
return SampleRectangle(topLeft, lowerRight, minimumDistance, DefaultPointsPerIteration);
}
public static List<UnityEngine.Vector2> SampleRectangle(UnityEngine.Vector2 topLeft, UnityEngine.Vector2 lowerRight, float minimumDistance, int pointsPerIteration)
{
return Sample(topLeft, lowerRight, null, minimumDistance, pointsPerIteration, null);
}
public static List<UnityEngine.Vector2> SamplePolygon(UnityEditor.Experimental.TerrainAPI.Processing.InMetric metric, float minimumDistance)
{
return Sample(null, null, null, minimumDistance, DefaultPointsPerIteration, metric);
}
static List<UnityEngine.Vector2> Sample(UnityEngine.Vector2? topLeft, UnityEngine.Vector2? lowerRight, float? rejectionDistance, float minimumDistance, int pointsPerIteration, UnityEditor.Experimental.TerrainAPI.Processing.InMetric metric = null)
{
if (!topLeft.HasValue && !lowerRight.HasValue && metric != null)
{
topLeft = new Vector2(metric.minpointx, metric.minpointz);
lowerRight = new Vector2(metric.maxpointx, metric.maxpointz);
}
var settings = new Settings
{
TopLeft = (Vector2)topLeft,
LowerRight = (Vector2)lowerRight,
Dimensions = (Vector2)lowerRight - (Vector2)topLeft,
Center = ((Vector2)topLeft + (Vector2)lowerRight) / 2,
CellSize = minimumDistance / SquareRootTwo,
MinimumDistance = minimumDistance,
RejectionSqDistance = rejectionDistance == null ? null : rejectionDistance * rejectionDistance
};
settings.GridWidth = (int)(settings.Dimensions.x / settings.CellSize) + 1;
settings.GridHeight = (int)(settings.Dimensions.y / settings.CellSize) + 1;
// Debug.Log("settings.GridWidth"+settings.GridWidth+"settings.GridHeight"+settings.GridHeight);
var state = new State
{
Grid = new UnityEngine.Vector2?[settings.GridWidth, settings.GridHeight],
ActivePoints = new List<UnityEngine.Vector2>(),
Points = new List<UnityEngine.Vector2>()
};
AddFirstPoint(ref settings, ref state, (metric == null) ? null : metric);
while (state.ActivePoints.Count != 0)
{
var listIndex = RandomHelper.Random.Next(state.ActivePoints.Count);
var point = state.ActivePoints[listIndex];
var found = false;
for (var k = 0; k < pointsPerIteration; k++)
found |= AddNextPoint(point, ref settings, ref state, (metric == null) ? null : metric);
if (!found)
state.ActivePoints.RemoveAt(listIndex);
}
return state.Points;
}
static void AddFirstPoint(ref Settings settings,
ref State state,
UnityEditor.Experimental.TerrainAPI.Processing.InMetric metric = null)
{
var added = false;
while (!added)
{
var d = RandomHelper.Random.NextDouble();
var xr = settings.TopLeft.x + settings.Dimensions.x * d;
d = RandomHelper.Random.NextDouble();
var yr = settings.TopLeft.y + settings.Dimensions.y * d;
var p = new UnityEngine.Vector2((float)xr, (float)yr);
if (settings.RejectionSqDistance != null && DistanceSquared(settings.Center, p) > settings.RejectionSqDistance)
continue;
added = true;
if (UnityEditor.Experimental.TerrainAPI.Processing.figures_Included(p.x, p.y, metric.metricIn, metric.count) == true)
{
var index = Denormalize(p, settings.TopLeft, settings.CellSize);
state.Grid[(int)index.x, (int)index.y] = p;
state.ActivePoints.Add(p);
state.Points.Add(p);
}
else
{
AddFirstPoint(ref settings, ref state, metric);
}
}
}
static float DistanceSquared(Vector2 A, Vector2 B)
{
return (float)Math.Pow(Math.Sqrt(Math.Pow((A.x - B.x), 2) + Math.Pow((A.y - B.y), 2)), 2);
}
static bool AddNextPoint(UnityEngine.Vector2 point,
ref Settings settings,
ref State state,
UnityEditor.Experimental.TerrainAPI.Processing.InMetric metric = null)
{
var found = false;
var q = GenerateRandomAround(point, settings.MinimumDistance);
if (metric != null)
{
if (UnityEditor.Experimental.TerrainAPI.Processing.figures_Included(q.x, q.y, metric.metricIn, metric.count) == true &&
q.x >= settings.TopLeft.x && q.x < settings.LowerRight.x &&
q.y > settings.TopLeft.y && q.y < settings.LowerRight.y &&
(settings.RejectionSqDistance == null || DistanceSquared(settings.Center, q) <= settings.RejectionSqDistance))
{
var qIndex = Denormalize(q, settings.TopLeft, settings.CellSize);
var tooClose = false;
for (var i = (int)Math.Max(0, qIndex.x - 2); i < Math.Min(settings.GridWidth, qIndex.x + 3) && !tooClose; i++)
for (var j = (int)Math.Max(0, qIndex.y - 2); j < Math.Min(settings.GridHeight, qIndex.y + 3) && !tooClose; j++)
if (state.Grid[i, j].HasValue && Vector2.Distance(state.Grid[i, j].Value, q) < settings.MinimumDistance)
tooClose = true;
if (!tooClose)
{
found = true;
state.ActivePoints.Add(q);
state.Points.Add(q);
state.Grid[(int)qIndex.x, (int)qIndex.y] = q;
}
}
}
else
{
if (q.x >= settings.TopLeft.x && q.x < settings.LowerRight.x &&
q.y > settings.TopLeft.y && q.y < settings.LowerRight.y &&
(settings.RejectionSqDistance == null || DistanceSquared(settings.Center, q) <= settings.RejectionSqDistance))
{
var qIndex = Denormalize(q, settings.TopLeft, settings.CellSize);
var tooClose = false;
for (var i = (int)Math.Max(0, qIndex.x - 2); i < Math.Min(settings.GridWidth, qIndex.x + 3) && !tooClose; i++)
for (var j = (int)Math.Max(0, qIndex.y - 2); j < Math.Min(settings.GridHeight, qIndex.y + 3) && !tooClose; j++)
if (state.Grid[i, j].HasValue && Vector2.Distance(state.Grid[i, j].Value, q) < settings.MinimumDistance)
tooClose = true;
if (!tooClose)
{
found = true;
state.ActivePoints.Add(q);
state.Points.Add(q);
state.Grid[(int)qIndex.x, (int)qIndex.y] = q;
}
}
}
return found;
}
static Vector2 GenerateRandomAround(Vector2 center, float minimumDistance)
{
var d = RandomHelper.Random.NextDouble();
var radius = minimumDistance + minimumDistance * d;
d = RandomHelper.Random.NextDouble();
var angle = MathHelper.TwoPi * d;
var newX = radius * Math.Sin(angle);
var newY = radius * Math.Cos(angle);
return new Vector2((float)(center.x + newX), (float)(center.y + newY));
}
static Vector2 Denormalize(Vector2 point, Vector2 origin, double cellSize)
{
return new Vector2((int)((point.x - origin.x) / cellSize), (int)((point.y - origin.y) / cellSize));
}
}
public static class RandomHelper
{
public static readonly System.Random Random = new System.Random();
}
public static class MathHelper
{
public const float Pi = (float)Math.PI;
public const float HalfPi = (float)(Math.PI / 2);
public const float TwoPi = (float)(Math.PI * 2);
}
}
figures_Included:
public static bool figures_Included(float xPoint, float yPoint, float[] metricIn, int n)
{
float X = xPoint;
float Y = yPoint;
int npol = n;
int i, j;
bool res = false;
float[] XYpol = metricIn;
for (i = 0, j = npol - 1; i < npol; j = i++)
{
if ((((XYpol[i * 2 + 1] <= Y) && (Y < XYpol[j * 2 + 1])) ||
((XYpol[j * 2 + 1] <= Y) && (Y < XYpol[i * 2 + 1]))) &&
(X < (XYpol[j * 2] - XYpol[i * 2]) * (Y - XYpol[i * 2 + 1]) /
(XYpol[j * 2 + 1] - XYpol[i * 2 + 1]) + XYpol[i * 2]))
{
res = !res;
}
}
return res;
}
and InMetric :
static public InMetric getmetricIn(List<Vector3> drawcoord, bool editingmode = true)
{
float mapoffsetx = 0;
float mapoffsety = 0;
if (editingmode == true)
{
mapoffsetx = Main.mainSatting.mapoffsetx;
mapoffsety = Main.mainSatting.mapoffsetz;
}
else
{
mapoffsetx = 0;
mapoffsety = 0;
}
if (drawcoord[0].x != drawcoord[drawcoord.Count - 1].x && drawcoord[0].z != drawcoord[drawcoord.Count - 1].z) //если линия, ограничивающая полигон не замкнута
drawcoord.Add(drawcoord[0]); //добавляем замыкающую вершину
float[] metricIn = new float[drawcoord.Count * 2]; //дополнительный массив вершин, пересчитанный для проверки нахождения точки внутри полигона
drawcoord[0] = new Vector3(drawcoord[0].x - mapoffsetx, 0, drawcoord[0].z - mapoffsety); //расчет 0-ой вершины в единицах Unity (метры)
metricIn[0] = drawcoord[0].x;
metricIn[1] = drawcoord[0].z; //запись 0-ой вершины в дополнительный массив. x-координаты под четными индексами, Z-координаты под нечетными индексами
float minpointx = drawcoord[0].x; //минимальная x-координата
float maxpointx = drawcoord[0].x; //максимальная х-координата
float minpointz = drawcoord[0].z; //минимальная y-координата
float maxpointz = drawcoord[0].z; //максимальная у-координата
/*Цикл обработки вершин. начинается 1-ой вершины*/
for (int i = 1; i < drawcoord.Count; i++)
{
drawcoord[i] = new Vector3(drawcoord[i].x - mapoffsetx, 0, drawcoord[i].z - mapoffsety); //расчет i-ой вершины в единицах Unity (метры)
metricIn[i * 2] = drawcoord[i].x; //запись i-ой вершины в дополнительный массив. x-координаты под четными индексами
metricIn[i * 2 + 1] = drawcoord[i].z; //запись i-ой вершины в дополнительный массив. z-координаты под нечетными индексами
/*поиск максимальных и минимальных координат по x и максимальных и минимальных координат по z*/
if (drawcoord[i].x < minpointx)
minpointx = drawcoord[i].x;
if (drawcoord[i].x > maxpointx)
maxpointx = drawcoord[i].x;
if (drawcoord[i].z < minpointz)
minpointz = drawcoord[i].z;
if (drawcoord[i].z > maxpointz)
maxpointz = drawcoord[i].z;
}
InMetric metric = new InMetric();
metric.metricIn = metricIn;
metric.minpointx = minpointx;
metric.maxpointx = maxpointx;
metric.minpointz = minpointz;
metric.maxpointz = maxpointz;
metric.drawcoord = drawcoord;
metric.count = drawcoord.Count;
return metric;
}
public class InMetric
{
public float minpointx { get; set; }
public float maxpointx { get; set; }
public float minpointz { get; set; }
public float maxpointz { get; set; }
public float[] metricIn { get; set; }
public List<Vector3> drawcoord { get; set; }
public int count { get; set; }
}