Changes

no edit summary
Line 570: Line 570:  
  zz yy xx ZZ YY XX
 
  zz yy xx ZZ YY XX
   −
where rotation rate about the X axis is XXxx, etc. in a right-handed orientation.  Note that I'm not 100% on the least significant bytes, but that seems to be correct, and the format is self-consistent.  It is currently unknown how the MotionPlus is automatically detected - this method provides no status report when the MotionPlus is connected.  Writing 0x55 to 0x4A400F0 (the first step of standard extension init) re-activates the standard extension, if any, plugged into the MotionPlus pass-through port.  The development version of the CWiid driver currently implements this method on the motionplus branch: http://abstrakraft.org/cwiid/browser/branches/motionplus/.
+
where rotation rate about the X axis is XXxx, etc. in a right-handed orientation.  Note that I'm not 100% on the least significant bytes, but that seems to be correct, and the format is self-consistent.  It is currently unknown how the MotionPlus is automatically detected - this method provides no status report when the MotionPlus is connected.  Writing 0x55 to 0x4A400F0, then 0x00 to 0x4A400FB (standard extension init, works fine even with no extension) re-activates the standard extension, if any, plugged into the MotionPlus pass-through port.  The development version of the CWiid driver currently implements this method on the motionplus branch: http://abstrakraft.org/cwiid/browser/branches/motionplus/.  Additional information on MotionPlus workings and implementation requirements are at http://abstrakraft.org/cwiid/wiki/MotionPlus.
    
The combination of 3 linear accelerations with 3 angular rates allows what Nintendo refers to as 1:1 motion tracking, which is another way of saying 6DOF (degrees of freedom) over a short time.  It's only valid over short times because of the integration involved to convert accelerations and rates into positions (input errors, when integrated, blow up over time).
 
The combination of 3 linear accelerations with 3 angular rates allows what Nintendo refers to as 1:1 motion tracking, which is another way of saying 6DOF (degrees of freedom) over a short time.  It's only valid over short times because of the integration involved to convert accelerations and rates into positions (input errors, when integrated, blow up over time).
5

edits