first, here the demo: http://www.youtube.com/watch?v=QZFhXjlIiXo

I've written a little script for glovepie (http://carl.kenner.googlepages.com/glovepie) to use our beloved wiimote as a 6 degree of freedom headtracker. This can be used with every game that supports TrackIR (see TrackIR.com for list of games...)!

The only thing you need is a IR light source with three dots aligned horizontally, the same as Johnny Lee demonstrates plus one dot in the middle; this one needs to be a little bit behind the outer ones (say 5cm or more, see value var.DotDepth). I installed LEDs/reflectors on a cap.

The geometry isn't done exactly, but can be calculated very fast this way. Fortunately, your brain can compensate for the small non-linearities that arise due to this! even without headache :-)

I would appreciate leaving my name in the scriptheader below.

Enjoy and tell me your opinion!

Manuel Unternaehrer

MyHeadTracker.pie :

Code: [Select]

`// 6 Degrees of Freedom Headtracking with wiimote`

// 2008 by Manuel Unternaehrer

// Inspired by Johnny Lee: http://www.cs.cmu.edu/~johnny/projects/wii/

wiimote.Leds = 1 //Choose whatever you like :-)

var.DotDist = .12 //Distance left+right dot, in meters

var.DotDepth = 0.045 //Depth of middle dot

//Adjust Smoothing, Amplifying (Factor) and Calibration

FakeTrackIR.x=-smooth(var.pos[1],50)

FakeTrackIR.y=smooth(var.pos[2],50)

FakeTrackIR.z=smooth(var.pos[3],50)

FakeTrackIR.yaw=-smooth(var.yaw,50)*30

FakeTrackIR.roll=smooth(var.roll,50)

FakeTrackIR.pitch=-smooth((var.pitch - 30),50)*10

var.scenter = [1024,768,0]/2/1024 //Sensor's center

var.p1 = [wiimote.dot1x/1024,wiimote.dot1y/1024,0]

var.p2 = [wiimote.dot2x/1024,wiimote.dot2y/1024,0]

var.p3 = [wiimote.dot3x/1024,wiimote.dot3y/1024,0]

//Look for Left, Right and Middle dot

if wiimote.dot1x < wiimote.dot2x then

if wiimote.dot1x < wiimote.dot3x then

var.pleft = var.p1

var.pmid = 0

else

var.pleft = var.p3

var.pmid = var.p1

endif

if wiimote.dot2x < wiimote.dot3x then

var.pright = var.p3

var.pmid = var.p2

else

var.pright = var.p2

if var.pmid = 0 then var.pmid = var.p3

endif

else

if wiimote.dot2x < wiimote.dot3x then

var.pleft = var.p2

var.pmid = 0

else

var.pleft = var.p3

var.pmid = var.p2

endif

if wiimote.dot1x < wiimote.dot3x then

var.pright = var.p3

var.pmid = var.p1

else

var.pright = var.p1

if var.pmid = 0 then var.pmid = var.p3

endif

endif

//Do the geometric stuff

if wiimote.dot1vis and wiimote.dot2vis and wiimote.dot3vis then

var.posZ = var.DotDist/Tan(Abs(var.pright-var.pleft)*45)

var.pos = ((var.pright+var.pleft)/2-var.scenter)*var.posZ + [0,0,var.posZ]

var.roll = aSin((var.pright-var.pleft)[2]/Abs(var.pright-var.pleft))

var.pmidoff = Abs((var.pright-var.pleft) cross (var.pmid-var.pleft))/Abs(var.pright-var.pleft)^2 //0..1,middle dot off-line

var.pmidcent = ((var.pright-var.pleft) dot (var.pmid-var.pleft))/Abs(var.pright-var.pleft)^2 //0..1, middle dot off-center

var.turn = aTan((0.5-var.pmidcent)/(var.DotDepth*Cos(var.pitch)/var.DotDist))

var.yaw = var.turn - 45*((var.pright+var.pleft)/2-var.scenter)[1]

var.pitch = aSin(var.pmidoff/(var.DotDepth/var.DotDist)) + 45*((var.pright+var.pleft)/2-var.scenter)[2]

debug = smooth(var.pos,50) + " " + smooth(var.yaw,50) + " " + smooth(var.pitch,50)+ " " + smooth(var.roll,50)

endif

//Test 3D Visualisation, comment out if not needed

obj4.colour= 0xFFFF00

obj4.cubesize= 10cm

obj4.x=0.

obj4.y=0.

obj4.z=1.3m

obj5.colour= 0xFFFFFF

obj5.cubesize= 2cm

obj5.x=0.

obj5.y=0.

obj5.z=1m

cam.x=-smooth(var.pos[1],50) *5

cam.y=smooth(var.pos[2],50) *5

cam.z=-smooth(var.pos[3],50) *3 +1

cam.yaw=-smooth(var.yaw,50)

cam.roll=smooth(var.roll,50)

cam.pitch=-smooth((var.pitch-30),50)