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shakewake: Slightly improve accuracy
The accumulated speed was calculated by dividing first and multiplying after, which results in more rounding errors than if you multiply first and then divide. The values aren't big enough to overflow.
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@ -54,10 +54,9 @@ 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 - lastZ + (y / 2) - (lastY / 2) + (x / 4) - (lastX / 4)) / (time - lastTime) * 100;
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int32_t speed = std::abs(z - lastZ + (y - lastY) / 2 + (x - lastX) / 4) * 100 / (time - lastTime);
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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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accumulatedSpeed = speed / 5 + accumulatedSpeed * 4 / 5;
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accumulatedSpeed = (speed / 5) + ((accumulatedSpeed / 5) * 4);
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return accumulatedSpeed > thresh;
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return accumulatedSpeed > thresh;
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}
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}
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