o09AxisCS.cs 20 KB

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  1. using o0.Geometry;
  2. using System;
  3. using System.Collections.Generic;
  4. using System.Linq;
  5. using UnityEngine;
  6. namespace o0.Bow
  7. {
  8. public class o09AxisCS
  9. {
  10. public static List<UnityEngine.Quaternion> QuaTest = new List<UnityEngine.Quaternion>();
  11. public o09AxisCS()
  12. {
  13. QuaTest.Add(UnityEngine.Quaternion.identity);
  14. QuaTest.Add(UnityEngine.Quaternion.identity);
  15. }
  16. static public Vector3 AccIdentity = new Vector3(0, -1, 0);
  17. static public Vector3 MagIdentity = new Vector3(-1, 2, 0).normalized;
  18. public class State
  19. {
  20. public long TimeGap;
  21. public Vector3 Acc = AccIdentity;
  22. public Vector3 AccSmooth = AccIdentity;
  23. public Vector3 Gyr;
  24. public Vector3 Mag = MagIdentity;
  25. public Vector3 MagSmooth = MagIdentity;
  26. public double GapMS;
  27. public UnityEngine.Quaternion Qua = UnityEngine.Quaternion.identity;
  28. public UnityEngine.Quaternion QuaSmooth = UnityEngine.Quaternion.identity;
  29. public double Variance = 1;
  30. public double GyrVariance = 1;
  31. public double AccVariance = 1;
  32. public double MagVariance = 1;
  33. public UnityEngine.Quaternion QuaAccMag = UnityEngine.Quaternion.identity;
  34. public int QuaAccMagCount = 0;
  35. public double AccMagVariance = 1;
  36. public double TotalVariance = 1;
  37. }
  38. o0Project.Variance HardwareVarianceGyr = new o0Project.Variance(1000);
  39. o0Project.Variance HardwareVarianceAcc = new o0Project.Variance(1000);
  40. o0Project.Variance HardwareVarianceMag = new o0Project.Variance(1000);
  41. public List<State> States = new List<State>();
  42. public float x;
  43. public float y;
  44. public float z;
  45. long TimeGapOld;
  46. o0Aien.o0WeightedAverageFilterVector3 AccFilter = new o0Aien.o0WeightedAverageFilterVector3(1);
  47. o0Aien.o0WeightedAverageFilterVector3 MagFilter = new o0Aien.o0WeightedAverageFilterVector3(1);
  48. //Geometry.Quaternion Qua = Geometry.Quaternion.Identity;
  49. public Geometry.Quaternion Update(Vector<double> Gyr, Vector<double> Acc, Vector<double> Mag, double GapMS)
  50. {
  51. //var GyrOperator = Geometry.Quaternion.Euler(Gyr * GapMS);
  52. var GyrOperator = Geometry.Quaternion.Euler((Gyr * GapMS).To<float>());
  53. //Debug.Log(Acc +" | "+ Acc.Length);
  54. //var GyrOperator = new UnityEngine.Quaternion();
  55. //GyrOperator.eulerAngles = (Gyr * GapMS).ToUnityVector();
  56. //GyrOperator.eulerAngles = (Gyr).ToUnityVector();
  57. //Qua = Qua * GyrOperator;
  58. //TestVector.Set9AxisRotation(Qua);
  59. //TestVector.Set9AxisRotation(Qua.ToUnityQuaternion(), 0);
  60. Geometry.Quaternion quaternion = Update(Acc, Gyr, Mag, (long)GapMS);
  61. return quaternion;
  62. }
  63. public UnityEngine.Quaternion Update(Vector3 Acc, Vector3 Gyr, Vector3 Mag, long TimeGap)
  64. {
  65. var Last = States.LastOrDefault() ?? new State();
  66. States.Add(new State());
  67. if (States.Count > 200)
  68. States.RemoveAt(0);
  69. var state = States.Last();
  70. state.Acc = Acc;
  71. state.AccSmooth = AccFilter.Update(Acc);
  72. //Debug.Log(Gyr.magnitude);
  73. state.Gyr = Gyr;
  74. state.Mag = Mag;/**/
  75. state.MagSmooth = MagFilter.Update(Mag);
  76. state.TimeGap = TimeGap;
  77. if (States.Count <= 1)
  78. return UnityEngine.Quaternion.identity;
  79. return Process9Axis(Last, state);
  80. }/**/
  81. int ShakeFrame;
  82. int AccVarianceInput;
  83. /// //////////////////向前追溯多少帧//向后多少帧计算抖动
  84. public void OnShot(int TrackBack, int ShakeFrame, int AccVarianceInput)
  85. {
  86. this.AccVarianceInput = AccVarianceInput;
  87. TrackBack = Math.Min(TrackBack, States.Count);
  88. var startI = States.Count - TrackBack;
  89. State Last = default;
  90. foreach (var i in TrackBack.Range())
  91. {
  92. var state = States[startI + i];
  93. if (Last != default)
  94. Process9Axis(Last, state);
  95. Last = state;
  96. }
  97. this.ShakeFrame = ShakeFrame;
  98. Debug.Log("OnShot");/**/
  99. }
  100. public double diff = 0.001;
  101. public UnityEngine.Quaternion Process9Axis(State Last, State state)
  102. {
  103. Vector3 Acc = state.Acc;
  104. Vector3 Gyr = state.Gyr;
  105. Vector3 Mag = state.Mag;
  106. long TimeGap = state.TimeGap;
  107. HardwareVarianceGyr.Update((Gyr).magnitude);//每毫秒方差2.331017E-09 度左右 0.00000002331017
  108. HardwareVarianceAcc.Update(Vector3.Angle(state.Acc, Last.Acc));//方差0.0012度左右
  109. HardwareVarianceMag.Update(Vector3.Angle(state.Mag, Last.Mag));//方差3.5度左右
  110. var LastQuaternion = Last.Qua;
  111. var newQua = new UnityEngine.Quaternion();
  112. newQua.eulerAngles = Gyr * TimeGap;
  113. var quaGyr = LastQuaternion * newQua;
  114. double AccLengthToAngle = 5;//1倍引力差相当于多少度方差
  115. double MagLengthToAngle = 5;//1倍磁力差相当于多少度方差
  116. 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
  117. //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
  118. // Debug.Log("GyrVariance==" + GyrVariance);
  119. 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);
  120. double MagVariance = 10 + Math.Pow(Math.Abs(state.MagSmooth.magnitude - 1) / 1 * MagLengthToAngle, 4);/**/
  121. //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);/**/
  122. state.Variance = GyrVariance;
  123. state.Variance = state.Variance * (AccVariance+ MagVariance) / (state.Variance + (AccVariance + MagVariance));
  124. if (double.IsNaN(GyrVariance))
  125. GyrVariance = double.MinValue;
  126. if (double.IsNaN(AccVariance))
  127. AccVariance = double.MinValue;
  128. if (double.IsNaN(MagVariance))
  129. MagVariance = double.MinValue;
  130. if (double.IsNaN(state.Variance))
  131. state.Variance = double.MinValue;
  132. var quaAccMag = o0Project.o0.FormQuaternion(AccIdentity, MagIdentity, state.AccSmooth, state.MagSmooth, (float)(AccVariance / (AccVariance + MagVariance)));
  133. var quaMinRate = GyrVariance / (GyrVariance + Math.Max(AccVariance, MagVariance));
  134. var quaMaxRate = GyrVariance / (GyrVariance + Math.Min(AccVariance, MagVariance));
  135. UnityEngine.Quaternion quaFirst = UnityEngine.Quaternion.Slerp(quaGyr, quaAccMag, (float)quaMinRate).normalized;
  136. if (float.IsNaN(quaFirst.w))
  137. quaFirst = Last.Qua;
  138. var quaSecondRate = (quaMaxRate - quaMinRate) / (1 - quaMinRate);
  139. state.Qua = AccVariance < MagVariance ? o0Project.o0.FormQuaternion(quaFirst, AccIdentity, state.AccSmooth, (float)quaSecondRate) : o0Project.o0.FormQuaternion(quaFirst, MagIdentity, state.MagSmooth, (float)quaSecondRate);
  140. if (float.IsNaN(state.Qua.w))
  141. state.Qua = Last.Qua;/**/
  142. state.QuaSmooth = UnityEngine.Quaternion.Slerp(Last.QuaSmooth, state.Qua, 0.3f);
  143. var frontV = Last.Qua * Vector3.forward;
  144. var upV = Last.Qua * Vector3.up;
  145. x = (Mathf.Atan(upV.y / upV.z) / Mathf.PI * 180 + (upV.z < 0 ? 90:270));
  146. y = (Mathf.Atan(frontV.z / frontV.x) / Mathf.PI * 180+(frontV.x < 0 ? 90:270));
  147. z = (Mathf.Atan(upV.y / upV.x) / Mathf.PI * 180 + (upV.x < 0 ? 90:270));
  148. return state.Qua;
  149. }
  150. /// ////////////////////////////////////////////上一帧////当前帧
  151. public UnityEngine.Quaternion Process9Axis2(State Last, State state)
  152. {
  153. //o0UIRawImageTester.UpdateAllOffset();
  154. Vector3 Acc = state.Acc;
  155. Vector3 Gyr = state.Gyr;
  156. Vector3 Mag = state.Mag;
  157. long TimeGap = state.TimeGap;
  158. HardwareVarianceGyr.Update((Gyr).magnitude);//每毫秒方差2.331017E-09 度左右 0.00000002331017
  159. HardwareVarianceAcc.Update(Vector3.Angle(state.Acc, Last.Acc));//方差0.0012度左右
  160. HardwareVarianceMag.Update(Vector3.Angle(state.Mag, Last.Mag));//方差3.5度左右
  161. var LastQuaternion = Last.Qua;
  162. var GyrOperator = new UnityEngine.Quaternion();
  163. GyrOperator.eulerAngles = Gyr * TimeGap;
  164. var quaGyr = LastQuaternion * GyrOperator;
  165. //TestVector.Update9AxisRotation(GyrOperator, 1);
  166. //TestVector.SetAcc(Acc / 10, 1);
  167. //TestVector.SetMag(Mag, 1);
  168. var accTest = new UnityEngine.Quaternion();
  169. accTest.SetFromToRotation(Last.Acc, Acc);
  170. accTest.w *= -1;
  171. var magTest = new UnityEngine.Quaternion();
  172. magTest.SetFromToRotation(Last.Mag, Mag);
  173. magTest.w *= -1;
  174. //TestVector.Set9AxisRotation(Last.Qua, 3);
  175. double AccLengthToAngle = 360;//1倍引力差相当于多少度方差
  176. double MagLengthToAngle = 360;//1倍磁力差相当于多少度方差
  177. //double GyrVariance = 1 + Math.Pow((Gyr * TimeGap).magnitude, 0.5);//陀螺仪移动向量
  178. double GyrVariance = Math.Pow((Gyr * TimeGap).magnitude + 0.225, 0.5);//陀螺仪移动向量
  179. var modelVariance = Math.Pow(0.001 + (Gyr * TimeGap).magnitude * 0.3, 2);
  180. //var modelVariance = Math.Pow(0.001 + (Mathf.Max(Gyr.magnitude, 1) * TimeGap) * 0.3, 2);
  181. double AccVariance = AccVarianceInput != default ? AccVarianceInput : Math.Max(Math.Pow((Gyr * TimeGap).magnitude, 1), 1)
  182. + (Math.Abs(state.AccSmooth.magnitude - 1) > 0.1 ? Math.Pow(Math.Abs(state.AccSmooth.magnitude - 1) / 1 * AccLengthToAngle, 4) : 0);
  183. double MagVariance = 9
  184. + (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/**/
  185. /*
  186. double GyrVariance = Math.Pow((Gyr * TimeGap).magnitude + 0.225, 0.5);//陀螺仪移动向量
  187. double AccVariance = Math.Pow(Math.Max((Gyr * TimeGap).magnitude, Vector3.Angle(state.AccSmooth, Last.AccSmooth)), 0.5)
  188. + (Math.Abs(state.AccSmooth.magnitude - 1) > 0.1 ? Math.Pow(Math.Abs(state.AccSmooth.magnitude - 1) / 1 * AccLengthToAngle, 4) : 0);
  189. double MagVariance = Math.Pow(3, 1)
  190. + (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/**/
  191. //double AccGyrVariance = Last.AccVariance + GyrVariance;
  192. //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
  193. //Debug.Log((Gyr * TimeGap).magnitude * 0.1);
  194. //state.MagVariance = MagGyrVariance;
  195. //state.MagVariance = state.MagVariance * MagVariance / (state.MagVariance + MagVariance);
  196. //state.AccVariance = AccGyrVariance;
  197. //state.AccVariance = state.AccVariance * AccVariance / (state.AccVariance + AccVariance);
  198. //if (double.IsNaN(MagGyrVariance))
  199. // MagGyrVariance = double.MinValue;
  200. if (double.IsNaN(GyrVariance))
  201. GyrVariance = double.MinValue;
  202. if (double.IsNaN(AccVariance))
  203. AccVariance = double.MinValue;
  204. if (double.IsNaN(MagVariance))
  205. MagVariance = double.MinValue;
  206. if (double.IsNaN(state.GyrVariance))
  207. state.GyrVariance = double.MinValue;
  208. if (double.IsNaN(state.AccVariance))
  209. state.AccVariance = double.MinValue;
  210. if (double.IsNaN(state.MagVariance))
  211. state.MagVariance = double.MinValue;
  212. /////////////////////////////////////////////////临时代码
  213. //var quaAccMag = o0Project.o0.FormQuaternion(AccIdentity, MagIdentity, state.AccSmooth, state.MagSmooth, (float)(AccVariance / (AccVariance + MagVariance)));
  214. //var tempQuaGyr = Quaternion.Slerp(Last.QuaSmooth, state.Qua, 0.5f);
  215. var quaAccMag = o0Project.o0.FormQuaternion(AccIdentity, MagIdentity, state.AccSmooth, state.MagSmooth, 1);
  216. /*
  217. if (state.QuaAccMagCount == 0)
  218. state.QuaAccMag = quaAccMag;
  219. else
  220. state.QuaAccMag = Quaternion.Slerp(state.QuaAccMag, quaAccMag, state.QuaAccMagCount / (state.QuaAccMagCount + 1));
  221. ++state.QuaAccMagCount;/**/
  222. ///////////////////////////////////////////////////
  223. //var quaMagRate = MagGyrVariance / (MagGyrVariance + MagVariance);
  224. //var quaAccRate = MagGyrVariance / (MagGyrVariance + MagVariance);
  225. /*
  226. var quaMinRate = GyrVariance / (GyrVariance + Math.Max(AccVariance, MagVariance));
  227. var quaMaxRate = GyrVariance / (GyrVariance + Math.Min(AccVariance, MagVariance));
  228. Quaternion quaFirst = Quaternion.Slerp(quaGyr, quaAccMag, (float)quaMinRate).normalized;
  229. if (float.IsNaN(quaFirst.w))
  230. quaFirst = Last.Qua;
  231. var quaSecondRate = (quaMaxRate - quaMinRate) / (1 - quaMinRate);
  232. state.Qua = AccVariance < MagVariance ? o0Project.o0.FormQuaternion(quaFirst, AccIdentity, state.AccSmooth, (float)quaSecondRate) : o0Project.o0.FormQuaternion(quaFirst, MagIdentity, state.MagSmooth, (float)quaSecondRate);
  233. /**/
  234. var AccMagVariance = AccVariance + MagVariance;
  235. if (GyrVariance > 2f)
  236. {
  237. state.AccMagVariance = 25;
  238. state.QuaAccMag = quaGyr;
  239. }
  240. else
  241. {
  242. state.AccMagVariance = Math.Min(Last.AccMagVariance + Math.Max(GyrVariance - 1.0, 0), 10000);
  243. state.QuaAccMag = UnityEngine.Quaternion.Slerp(Last.QuaAccMag, quaAccMag, (float)(state.AccMagVariance / (state.AccMagVariance + AccMagVariance)));
  244. state.AccMagVariance = state.AccMagVariance * AccMagVariance / (state.AccMagVariance + AccMagVariance);
  245. }
  246. //var modelVariance = Math.Max(GyrVariance, 0) * 0.05;
  247. state.GyrVariance = Math.Min(Last.GyrVariance + GyrVariance, 10000);
  248. //quaGyr = Quaternion.Slerp(Last.QuaSmooth, quaGyr, (float)(state.GyrVariance / (state.GyrVariance + GyrVariance)));
  249. state.GyrVariance = state.GyrVariance * GyrVariance / (state.GyrVariance + GyrVariance);
  250. //Debug.Log(GyrVariance);
  251. /*
  252. if (state.AccMagVariance < GyrVariance && 1f > Last.GyrVariance)
  253. {
  254. Debug.Log("o0 static");
  255. quaGyr = Quaternion.Slerp(Last.QuaSmooth, quaGyr, (float)(state.AccMagVariance / (state.AccMagVariance + GyrVariance)));
  256. }/**/
  257. state.MagVariance = Math.Min(Last.MagVariance + modelVariance, 10000);
  258. state.Qua = o0Project.o0.FormQuaternion(quaGyr, MagIdentity, state.MagSmooth, (float)(state.MagVariance / (state.MagVariance + MagVariance)));
  259. state.MagVariance = state.MagVariance * MagVariance / (state.MagVariance + MagVariance);
  260. state.AccVariance = Math.Min(Last.AccVariance + modelVariance, 10000);
  261. state.Qua = o0Project.o0.FormQuaternion(state.Qua, AccIdentity, state.AccSmooth, (float)(state.AccVariance / (state.AccVariance + AccVariance)));
  262. state.AccVariance = state.AccVariance * AccVariance / (state.AccVariance + AccVariance);
  263. //state.Qua = UnityEngine.Quaternion.Slerp(state.Qua, quaAccMag, (float)(state.AccVariance / (state.AccVariance + AccMagVariance)));
  264. //state.AccVariance = state.AccVariance * AccMagVariance / (state.AccVariance + AccMagVariance);
  265. ///////////////////////////////////////////////////////////////
  266. ///
  267. //var AccMagVariance = Math.Sqrt(AccVariance * AccVariance + MagVariance * MagVariance);
  268. //state.Qua.eu
  269. /*
  270. state.TotalVariance = Math.Min(Last.TotalVariance + modelVariance * 0.3, 10000);
  271. if (state.TotalVariance > 25)
  272. state.TotalVariance = 25;
  273. if (state.AccMagVariance < 4)
  274. {
  275. state.Qua = Quaternion.Slerp(state.Qua, state.QuaAccMag, (float)(state.TotalVariance / (state.TotalVariance + state.AccMagVariance)));
  276. state.TotalVariance = state.TotalVariance * state.AccMagVariance / (state.TotalVariance + state.AccMagVariance);
  277. }/**/
  278. ///////////////////////////////////////////////////////////////
  279. if (float.IsNaN(state.Qua.w))
  280. state.Qua = Last.Qua;/**/
  281. state.QuaSmooth = UnityEngine.Quaternion.Slerp(Last.QuaSmooth, state.Qua, 0.3f);//Last.QuaSmooth - state.Qua 0 - 1
  282. var frontV = Last.Qua * Vector3.forward;
  283. var upV = Last.Qua * Vector3.up;
  284. x = (Mathf.Atan(upV.y / upV.z) / Mathf.PI * 180 + (upV.z < 0 ? 90 : 270));
  285. y = (Mathf.Atan(frontV.z / frontV.x) / Mathf.PI * 180 + (frontV.x < 0 ? 90 : 270));
  286. z = (Mathf.Atan(upV.y / upV.x) / Mathf.PI * 180 + (upV.x < 0 ? 90 : 270));
  287. //QuaTest[0] = o0Project.o0.FormQuaternion(QuaTest[0] * GyrOperator, AccIdentity, state.AccSmooth, 1);
  288. QuaTest[0] = o0Project.o0.FormQuaternion(AccIdentity, MagIdentity, state.AccSmooth, state.MagSmooth, (float)(AccVariance / (AccVariance + MagVariance)));
  289. QuaTest[1] = state.QuaAccMag;
  290. //QuaTest[1] = o0Project.o0.FormQuaternion(QuaTest[1] * GyrOperator, MagIdentity, state.MagSmooth, 1);
  291. //Debug.Log(o09AxisCS.QuaTest[0]);
  292. if (ShakeFrame > 0)
  293. {
  294. --ShakeFrame;
  295. if (ShakeFrame == 0)
  296. AccVarianceInput = default;
  297. }
  298. return state.QuaSmooth;
  299. }
  300. public void Init()
  301. {
  302. States.Last().Variance = 1000;
  303. States.Last().AccVariance = 1000;
  304. States.Last().GyrVariance = 1000;
  305. States.Last().MagVariance = 1000;
  306. States.Last().AccMagVariance = 1000;
  307. States.Last().TotalVariance = 1000;
  308. }
  309. public UnityEngine.Quaternion SetIdentity()
  310. {
  311. //UnityEngine.Quaternion qua = default;
  312. //int averageCount = Math.Min(States.Count, 5);
  313. int averageCount = Math.Min(States.Count, 50);
  314. Vector3 aveAcc = Vector3.zero;
  315. Vector3 aveMag = Vector3.zero;
  316. for (var i = States.Count - averageCount; i < States.Count; ++i)
  317. {
  318. aveAcc += States[i].Acc;
  319. aveMag += States[i].Mag;
  320. }
  321. aveAcc /= averageCount;
  322. aveMag /= averageCount;
  323. //AccIdentity = AccOld;
  324. //MagIdentity = MagOld;
  325. AccIdentity = aveAcc;
  326. MagIdentity = aveMag;
  327. //qua = o0Project.o0.FormQuaternion(Quaternion.identity, Vector3.down,AccIdentity, 1);
  328. //AccIdentity=qua*AccIdentity;
  329. //MagIdentity = qua*MagIdentity;
  330. States.Last().Qua = UnityEngine.Quaternion.identity;
  331. States.Last().QuaSmooth = UnityEngine.Quaternion.identity;
  332. //States.Last().Qua = qua*States.Last().Qua;//Quaternion.identity;
  333. States.Last().Variance = 0.0000001;
  334. States.Last().AccVariance = 0.0000001;
  335. States.Last().GyrVariance = 0.0000001;
  336. States.Last().MagVariance = 0.0000001;
  337. States.Last().QuaAccMag = UnityEngine.Quaternion.identity;
  338. States.Last().QuaAccMagCount = 0;
  339. States.Last().AccMagVariance = 0.0000001;
  340. States.Last().TotalVariance = 0.0000001;
  341. return States.Last().Qua;
  342. }
  343. public State getLastState()
  344. {
  345. return this.States.Last();
  346. }
  347. }
  348. }