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- using o0.Geometry;
- using System;
- using System.Collections.Generic;
- using System.Linq;
- using UnityEngine;
- namespace o0.Bow
- {
- public class o09AxisCS
- {
- public static List<UnityEngine.Quaternion> QuaTest = new List<UnityEngine.Quaternion>();
- public o09AxisCS()
- {
- QuaTest.Add(UnityEngine.Quaternion.identity);
- QuaTest.Add(UnityEngine.Quaternion.identity);
- }
- static public Vector3 AccIdentity = new Vector3(0, -1, 0);
- static public Vector3 MagIdentity = new Vector3(-1, 2, 0).normalized;
- public class State
- {
- public long TimeGap;
- public Vector3 Acc = AccIdentity;
- public Vector3 AccSmooth = AccIdentity;
- public Vector3 Gyr;
- public Vector3 Mag = MagIdentity;
- public Vector3 MagSmooth = MagIdentity;
- public double GapMS;
- public UnityEngine.Quaternion Qua = UnityEngine.Quaternion.identity;
- public UnityEngine.Quaternion QuaSmooth = UnityEngine.Quaternion.identity;
- public double Variance = 1;
- public double GyrVariance = 1;
- public double AccVariance = 1;
- public double MagVariance = 1;
- public UnityEngine.Quaternion QuaAccMag = UnityEngine.Quaternion.identity;
- public int QuaAccMagCount = 0;
- public double AccMagVariance = 1;
- public double TotalVariance = 1;
- }
- o0Project.Variance HardwareVarianceGyr = new o0Project.Variance(1000);
- o0Project.Variance HardwareVarianceAcc = new o0Project.Variance(1000);
- o0Project.Variance HardwareVarianceMag = new o0Project.Variance(1000);
- public List<State> States = new List<State>();
- public float x;
- public float y;
- public float z;
- long TimeGapOld;
- o0Aien.o0WeightedAverageFilterVector3 AccFilter = new o0Aien.o0WeightedAverageFilterVector3(1);
- o0Aien.o0WeightedAverageFilterVector3 MagFilter = new o0Aien.o0WeightedAverageFilterVector3(1);
- //Geometry.Quaternion Qua = Geometry.Quaternion.Identity;
- public Geometry.Quaternion Update(Vector<double> Gyr, Vector<double> Acc, Vector<double> Mag, double GapMS)
- {
- //var GyrOperator = Geometry.Quaternion.Euler(Gyr * GapMS);
- var GyrOperator = Geometry.Quaternion.Euler((Gyr * GapMS).To<float>());
- //Debug.Log(Acc +" | "+ Acc.Length);
- //var GyrOperator = new UnityEngine.Quaternion();
- //GyrOperator.eulerAngles = (Gyr * GapMS).ToUnityVector();
- //GyrOperator.eulerAngles = (Gyr).ToUnityVector();
- //Qua = Qua * GyrOperator;
- //TestVector.Set9AxisRotation(Qua);
- //TestVector.Set9AxisRotation(Qua.ToUnityQuaternion(), 0);
- Geometry.Quaternion quaternion = Update(Acc, Gyr, Mag, (long)GapMS);
- return quaternion;
- }
- public UnityEngine.Quaternion Update(Vector3 Acc, Vector3 Gyr, Vector3 Mag, long TimeGap)
- {
- var Last = States.LastOrDefault() ?? new State();
- States.Add(new State());
- if (States.Count > 200)
- States.RemoveAt(0);
- var state = States.Last();
- state.Acc = Acc;
- state.AccSmooth = AccFilter.Update(Acc);
- //Debug.Log(Gyr.magnitude);
- state.Gyr = Gyr;
- state.Mag = Mag;/**/
- state.MagSmooth = MagFilter.Update(Mag);
- state.TimeGap = TimeGap;
- if (States.Count <= 1)
- return UnityEngine.Quaternion.identity;
- return Process9Axis(Last, state);
- }/**/
- int ShakeFrame;
- int AccVarianceInput;
- /// //////////////////向前追溯多少帧//向后多少帧计算抖动
- public void OnShot(int TrackBack, int ShakeFrame, int AccVarianceInput)
- {
- this.AccVarianceInput = AccVarianceInput;
- TrackBack = Math.Min(TrackBack, States.Count);
- var startI = States.Count - TrackBack;
- State Last = default;
- foreach (var i in TrackBack.Range())
- {
- var state = States[startI + i];
-
- if (Last != default)
- Process9Axis(Last, state);
- Last = state;
- }
- this.ShakeFrame = ShakeFrame;
- Debug.Log("OnShot");/**/
- }
- public double diff = 0.001;
- public UnityEngine.Quaternion Process9Axis(State Last, State state)
- {
- Vector3 Acc = state.Acc;
- Vector3 Gyr = state.Gyr;
- Vector3 Mag = state.Mag;
- long TimeGap = state.TimeGap;
- HardwareVarianceGyr.Update((Gyr).magnitude);//每毫秒方差2.331017E-09 度左右 0.00000002331017
- HardwareVarianceAcc.Update(Vector3.Angle(state.Acc, Last.Acc));//方差0.0012度左右
- HardwareVarianceMag.Update(Vector3.Angle(state.Mag, Last.Mag));//方差3.5度左右
- var LastQuaternion = Last.Qua;
- var newQua = new UnityEngine.Quaternion();
- newQua.eulerAngles = Gyr * TimeGap;
- var quaGyr = LastQuaternion * newQua;
- double AccLengthToAngle = 5;//1倍引力差相当于多少度方差
- double MagLengthToAngle = 5;//1倍磁力差相当于多少度方差
- double GyrVariance = Last.Variance + Math.Pow((Gyr * TimeGap).magnitude * 0.3, 3)+ diff;// 指数4 = 方差2 * 欧拉角旋转误差2 移动导致累计误差
- //double GyrVariance = Last.Variance + Math.Pow((Gyr * TimeGap).magnitude * 0.3, 3) + 0.1;// 指数4 = 方差2 * 欧拉角旋转误差2 移动导致累计误差
- // Debug.Log("GyrVariance==" + GyrVariance);
- double AccVariance = Math.Max((Gyr * TimeGap).magnitude, Vector3.Angle(state.AccSmooth, Last.AccSmooth)) * 1 + Math.Pow(Math.Abs(state.AccSmooth.magnitude - 1) / 1 * AccLengthToAngle,4);
- double MagVariance = 10 + Math.Pow(Math.Abs(state.MagSmooth.magnitude - 1) / 1 * MagLengthToAngle, 4);/**/
- //double MagVariance = Math.Max((Gyr * TimeGap).magnitude, Vector3.Angle(state.MagSmooth, Last.MagSmooth)) * 1 + Math.Pow(Math.Abs(state.MagSmooth.magnitude - 1) / 1 * MagLengthToAngle, 4);/**/
- state.Variance = GyrVariance;
- state.Variance = state.Variance * (AccVariance+ MagVariance) / (state.Variance + (AccVariance + MagVariance));
- if (double.IsNaN(GyrVariance))
- GyrVariance = double.MinValue;
- if (double.IsNaN(AccVariance))
- AccVariance = double.MinValue;
- if (double.IsNaN(MagVariance))
- MagVariance = double.MinValue;
- if (double.IsNaN(state.Variance))
- state.Variance = double.MinValue;
- var quaAccMag = o0Project.o0.FormQuaternion(AccIdentity, MagIdentity, state.AccSmooth, state.MagSmooth, (float)(AccVariance / (AccVariance + MagVariance)));
- var quaMinRate = GyrVariance / (GyrVariance + Math.Max(AccVariance, MagVariance));
- var quaMaxRate = GyrVariance / (GyrVariance + Math.Min(AccVariance, MagVariance));
- UnityEngine.Quaternion quaFirst = UnityEngine.Quaternion.Slerp(quaGyr, quaAccMag, (float)quaMinRate).normalized;
- if (float.IsNaN(quaFirst.w))
- quaFirst = Last.Qua;
- var quaSecondRate = (quaMaxRate - quaMinRate) / (1 - quaMinRate);
- state.Qua = AccVariance < MagVariance ? o0Project.o0.FormQuaternion(quaFirst, AccIdentity, state.AccSmooth, (float)quaSecondRate) : o0Project.o0.FormQuaternion(quaFirst, MagIdentity, state.MagSmooth, (float)quaSecondRate);
-
- if (float.IsNaN(state.Qua.w))
- state.Qua = Last.Qua;/**/
- state.QuaSmooth = UnityEngine.Quaternion.Slerp(Last.QuaSmooth, state.Qua, 0.3f);
- var frontV = Last.Qua * Vector3.forward;
- var upV = Last.Qua * Vector3.up;
- x = (Mathf.Atan(upV.y / upV.z) / Mathf.PI * 180 + (upV.z < 0 ? 90:270));
- y = (Mathf.Atan(frontV.z / frontV.x) / Mathf.PI * 180+(frontV.x < 0 ? 90:270));
- z = (Mathf.Atan(upV.y / upV.x) / Mathf.PI * 180 + (upV.x < 0 ? 90:270));
- return state.Qua;
- }
- /// ////////////////////////////////////////////上一帧////当前帧
- public UnityEngine.Quaternion Process9Axis2(State Last, State state)
- {
- //o0UIRawImageTester.UpdateAllOffset();
- Vector3 Acc = state.Acc;
- Vector3 Gyr = state.Gyr;
- Vector3 Mag = state.Mag;
- long TimeGap = state.TimeGap;
- HardwareVarianceGyr.Update((Gyr).magnitude);//每毫秒方差2.331017E-09 度左右 0.00000002331017
- HardwareVarianceAcc.Update(Vector3.Angle(state.Acc, Last.Acc));//方差0.0012度左右
- HardwareVarianceMag.Update(Vector3.Angle(state.Mag, Last.Mag));//方差3.5度左右
- var LastQuaternion = Last.Qua;
- var GyrOperator = new UnityEngine.Quaternion();
- GyrOperator.eulerAngles = Gyr * TimeGap;
- var quaGyr = LastQuaternion * GyrOperator;
- //TestVector.Update9AxisRotation(GyrOperator, 1);
- //TestVector.SetAcc(Acc / 10, 1);
- //TestVector.SetMag(Mag, 1);
- var accTest = new UnityEngine.Quaternion();
- accTest.SetFromToRotation(Last.Acc, Acc);
- accTest.w *= -1;
- var magTest = new UnityEngine.Quaternion();
- magTest.SetFromToRotation(Last.Mag, Mag);
- magTest.w *= -1;
- //TestVector.Set9AxisRotation(Last.Qua, 3);
- double AccLengthToAngle = 360;//1倍引力差相当于多少度方差
- double MagLengthToAngle = 360;//1倍磁力差相当于多少度方差
- //double GyrVariance = 1 + Math.Pow((Gyr * TimeGap).magnitude, 0.5);//陀螺仪移动向量
- double GyrVariance = Math.Pow((Gyr * TimeGap).magnitude + 0.225, 0.5);//陀螺仪移动向量
- var modelVariance = Math.Pow(0.001 + (Gyr * TimeGap).magnitude * 0.3, 2);
- //var modelVariance = Math.Pow(0.001 + (Mathf.Max(Gyr.magnitude, 1) * TimeGap) * 0.3, 2);
- double AccVariance = AccVarianceInput != default ? AccVarianceInput : Math.Max(Math.Pow((Gyr * TimeGap).magnitude, 1), 1)
- + (Math.Abs(state.AccSmooth.magnitude - 1) > 0.1 ? Math.Pow(Math.Abs(state.AccSmooth.magnitude - 1) / 1 * AccLengthToAngle, 4) : 0);
- double MagVariance = 9
- + (Math.Abs(state.MagSmooth.magnitude - 1) > 0.1 ? Math.Pow(Math.Abs(state.MagSmooth.magnitude - 1) * MagLengthToAngle, 4) : 0);//指数4其中2是引力2是方差/**/
- /*
- double GyrVariance = Math.Pow((Gyr * TimeGap).magnitude + 0.225, 0.5);//陀螺仪移动向量
- double AccVariance = Math.Pow(Math.Max((Gyr * TimeGap).magnitude, Vector3.Angle(state.AccSmooth, Last.AccSmooth)), 0.5)
- + (Math.Abs(state.AccSmooth.magnitude - 1) > 0.1 ? Math.Pow(Math.Abs(state.AccSmooth.magnitude - 1) / 1 * AccLengthToAngle, 4) : 0);
- double MagVariance = Math.Pow(3, 1)
- + (Math.Abs(state.MagSmooth.magnitude - 1) > 0.1 ? Math.Pow(Math.Abs(state.MagSmooth.magnitude - 1) * MagLengthToAngle, 4) : 0);//指数4其中2是引力2是方差/**/
- //double AccGyrVariance = Last.AccVariance + GyrVariance;
- //double MagGyrVariance = Last.MagVariance + GyrVariance;// 指数4 = 方差2 * 欧拉角旋转误差2 移动导致累计误差
- //Debug.Log((Gyr * TimeGap).magnitude * 0.1);
- //state.MagVariance = MagGyrVariance;
- //state.MagVariance = state.MagVariance * MagVariance / (state.MagVariance + MagVariance);
- //state.AccVariance = AccGyrVariance;
- //state.AccVariance = state.AccVariance * AccVariance / (state.AccVariance + AccVariance);
- //if (double.IsNaN(MagGyrVariance))
- // MagGyrVariance = double.MinValue;
- if (double.IsNaN(GyrVariance))
- GyrVariance = double.MinValue;
- if (double.IsNaN(AccVariance))
- AccVariance = double.MinValue;
- if (double.IsNaN(MagVariance))
- MagVariance = double.MinValue;
- if (double.IsNaN(state.GyrVariance))
- state.GyrVariance = double.MinValue;
- if (double.IsNaN(state.AccVariance))
- state.AccVariance = double.MinValue;
- if (double.IsNaN(state.MagVariance))
- state.MagVariance = double.MinValue;
- /////////////////////////////////////////////////临时代码
- //var quaAccMag = o0Project.o0.FormQuaternion(AccIdentity, MagIdentity, state.AccSmooth, state.MagSmooth, (float)(AccVariance / (AccVariance + MagVariance)));
- //var tempQuaGyr = Quaternion.Slerp(Last.QuaSmooth, state.Qua, 0.5f);
- var quaAccMag = o0Project.o0.FormQuaternion(AccIdentity, MagIdentity, state.AccSmooth, state.MagSmooth, 1);
- /*
- if (state.QuaAccMagCount == 0)
- state.QuaAccMag = quaAccMag;
- else
- state.QuaAccMag = Quaternion.Slerp(state.QuaAccMag, quaAccMag, state.QuaAccMagCount / (state.QuaAccMagCount + 1));
- ++state.QuaAccMagCount;/**/
- ///////////////////////////////////////////////////
- //var quaMagRate = MagGyrVariance / (MagGyrVariance + MagVariance);
- //var quaAccRate = MagGyrVariance / (MagGyrVariance + MagVariance);
- /*
- var quaMinRate = GyrVariance / (GyrVariance + Math.Max(AccVariance, MagVariance));
- var quaMaxRate = GyrVariance / (GyrVariance + Math.Min(AccVariance, MagVariance));
- Quaternion quaFirst = Quaternion.Slerp(quaGyr, quaAccMag, (float)quaMinRate).normalized;
- if (float.IsNaN(quaFirst.w))
- quaFirst = Last.Qua;
- var quaSecondRate = (quaMaxRate - quaMinRate) / (1 - quaMinRate);
- state.Qua = AccVariance < MagVariance ? o0Project.o0.FormQuaternion(quaFirst, AccIdentity, state.AccSmooth, (float)quaSecondRate) : o0Project.o0.FormQuaternion(quaFirst, MagIdentity, state.MagSmooth, (float)quaSecondRate);
- /**/
- var AccMagVariance = AccVariance + MagVariance;
- if (GyrVariance > 2f)
- {
- state.AccMagVariance = 25;
- state.QuaAccMag = quaGyr;
- }
- else
- {
- state.AccMagVariance = Math.Min(Last.AccMagVariance + Math.Max(GyrVariance - 1.0, 0), 10000);
- state.QuaAccMag = UnityEngine.Quaternion.Slerp(Last.QuaAccMag, quaAccMag, (float)(state.AccMagVariance / (state.AccMagVariance + AccMagVariance)));
- state.AccMagVariance = state.AccMagVariance * AccMagVariance / (state.AccMagVariance + AccMagVariance);
- }
- //var modelVariance = Math.Max(GyrVariance, 0) * 0.05;
- state.GyrVariance = Math.Min(Last.GyrVariance + GyrVariance, 10000);
- //quaGyr = Quaternion.Slerp(Last.QuaSmooth, quaGyr, (float)(state.GyrVariance / (state.GyrVariance + GyrVariance)));
- state.GyrVariance = state.GyrVariance * GyrVariance / (state.GyrVariance + GyrVariance);
- //Debug.Log(GyrVariance);
- /*
- if (state.AccMagVariance < GyrVariance && 1f > Last.GyrVariance)
- {
- Debug.Log("o0 static");
- quaGyr = Quaternion.Slerp(Last.QuaSmooth, quaGyr, (float)(state.AccMagVariance / (state.AccMagVariance + GyrVariance)));
- }/**/
- state.MagVariance = Math.Min(Last.MagVariance + modelVariance, 10000);
- state.Qua = o0Project.o0.FormQuaternion(quaGyr, MagIdentity, state.MagSmooth, (float)(state.MagVariance / (state.MagVariance + MagVariance)));
- state.MagVariance = state.MagVariance * MagVariance / (state.MagVariance + MagVariance);
- state.AccVariance = Math.Min(Last.AccVariance + modelVariance, 10000);
- state.Qua = o0Project.o0.FormQuaternion(state.Qua, AccIdentity, state.AccSmooth, (float)(state.AccVariance / (state.AccVariance + AccVariance)));
- state.AccVariance = state.AccVariance * AccVariance / (state.AccVariance + AccVariance);
- //state.Qua = UnityEngine.Quaternion.Slerp(state.Qua, quaAccMag, (float)(state.AccVariance / (state.AccVariance + AccMagVariance)));
- //state.AccVariance = state.AccVariance * AccMagVariance / (state.AccVariance + AccMagVariance);
- ///////////////////////////////////////////////////////////////
- ///
- //var AccMagVariance = Math.Sqrt(AccVariance * AccVariance + MagVariance * MagVariance);
- //state.Qua.eu
- /*
- state.TotalVariance = Math.Min(Last.TotalVariance + modelVariance * 0.3, 10000);
- if (state.TotalVariance > 25)
- state.TotalVariance = 25;
- if (state.AccMagVariance < 4)
- {
- state.Qua = Quaternion.Slerp(state.Qua, state.QuaAccMag, (float)(state.TotalVariance / (state.TotalVariance + state.AccMagVariance)));
- state.TotalVariance = state.TotalVariance * state.AccMagVariance / (state.TotalVariance + state.AccMagVariance);
- }/**/
- ///////////////////////////////////////////////////////////////
- if (float.IsNaN(state.Qua.w))
- state.Qua = Last.Qua;/**/
- state.QuaSmooth = UnityEngine.Quaternion.Slerp(Last.QuaSmooth, state.Qua, 0.3f);//Last.QuaSmooth - state.Qua 0 - 1
- var frontV = Last.Qua * Vector3.forward;
- var upV = Last.Qua * Vector3.up;
- x = (Mathf.Atan(upV.y / upV.z) / Mathf.PI * 180 + (upV.z < 0 ? 90 : 270));
- y = (Mathf.Atan(frontV.z / frontV.x) / Mathf.PI * 180 + (frontV.x < 0 ? 90 : 270));
- z = (Mathf.Atan(upV.y / upV.x) / Mathf.PI * 180 + (upV.x < 0 ? 90 : 270));
- //QuaTest[0] = o0Project.o0.FormQuaternion(QuaTest[0] * GyrOperator, AccIdentity, state.AccSmooth, 1);
- QuaTest[0] = o0Project.o0.FormQuaternion(AccIdentity, MagIdentity, state.AccSmooth, state.MagSmooth, (float)(AccVariance / (AccVariance + MagVariance)));
- QuaTest[1] = state.QuaAccMag;
- //QuaTest[1] = o0Project.o0.FormQuaternion(QuaTest[1] * GyrOperator, MagIdentity, state.MagSmooth, 1);
- //Debug.Log(o09AxisCS.QuaTest[0]);
- if (ShakeFrame > 0)
- {
- --ShakeFrame;
- if (ShakeFrame == 0)
- AccVarianceInput = default;
- }
- return state.QuaSmooth;
- }
- public void Init()
- {
- States.Last().Variance = 1000;
- States.Last().AccVariance = 1000;
- States.Last().GyrVariance = 1000;
- States.Last().MagVariance = 1000;
- States.Last().AccMagVariance = 1000;
- States.Last().TotalVariance = 1000;
- }
- public UnityEngine.Quaternion SetIdentity()
- {
- //UnityEngine.Quaternion qua = default;
- //int averageCount = Math.Min(States.Count, 5);
- int averageCount = Math.Min(States.Count, 50);
- Vector3 aveAcc = Vector3.zero;
- Vector3 aveMag = Vector3.zero;
- for (var i = States.Count - averageCount; i < States.Count; ++i)
- {
- aveAcc += States[i].Acc;
- aveMag += States[i].Mag;
- }
- aveAcc /= averageCount;
- aveMag /= averageCount;
- //AccIdentity = AccOld;
- //MagIdentity = MagOld;
- AccIdentity = aveAcc;
- MagIdentity = aveMag;
- //qua = o0Project.o0.FormQuaternion(Quaternion.identity, Vector3.down,AccIdentity, 1);
- //AccIdentity=qua*AccIdentity;
- //MagIdentity = qua*MagIdentity;
- States.Last().Qua = UnityEngine.Quaternion.identity;
- States.Last().QuaSmooth = UnityEngine.Quaternion.identity;
- //States.Last().Qua = qua*States.Last().Qua;//Quaternion.identity;
- States.Last().Variance = 0.0000001;
- States.Last().AccVariance = 0.0000001;
- States.Last().GyrVariance = 0.0000001;
- States.Last().MagVariance = 0.0000001;
- States.Last().QuaAccMag = UnityEngine.Quaternion.identity;
- States.Last().QuaAccMagCount = 0;
- States.Last().AccMagVariance = 0.0000001;
- States.Last().TotalVariance = 0.0000001;
- return States.Last().Qua;
- }
- public State getLastState()
- {
- return this.States.Last();
- }
- }
- }
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