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- using o0.Geometry;
- using System;
- using System.Collections.Generic;
- using System.Linq;
- using UnityEngine;
- using Newtonsoft.Json;
- namespace o0.Bow
- {
- public class o0663Axis
- {
- public IMU._663AxisPreProcessor Attitude;
- public static List<UnityEngine.Quaternion> QuaTest = new List<UnityEngine.Quaternion>();
- public o0663Axis(Vector<int> Gyr1ByteIndex = default, Vector<int> Gyr2ByteIndex = default, Vector<int> Acc1ByteIndex = default, Vector<int> Acc2ByteIndex = default, Vector<int> MagByteIndex = default)
- {
- Attitude = new IMU._663AxisPreProcessor(Gyr1ByteIndex, Gyr2ByteIndex, Acc1ByteIndex, Acc2ByteIndex, MagByteIndex);
- QuaTest.Add(UnityEngine.Quaternion.identity);
- QuaTest.Add(UnityEngine.Quaternion.identity);
- }
- static public Vector<double> AccIdentity = new Vector<double>(0, -1, 0);
- static public Vector<double> MagIdentity = new Vector<double>(-1, 2, 0).Normalized;
- public class State
- {
- public double TimeGap;
- public Vector<double> Acc = AccIdentity;
- public Vector<double> AccSmooth = AccIdentity;
- public Vector<double> Gyr;
- public Vector<double> Mag = MagIdentity;
- public Vector<double> MagSmooth = MagIdentity;
- public double GapMS;
- public Geometry.Quaternion Qua = Geometry.Quaternion.Identity;
- public Geometry.Quaternion QuaSmooth = Geometry.Quaternion.Identity;
- public double Variance = 1;
- public double GyrVariance = 1;
- public double AccVariance = 1;
- public double MagVariance = 1;
- public Geometry.Quaternion QuaAccMag = Geometry.Quaternion.Identity;
- public int QuaAccMagCount = 0;
- public double AccMagVariance = 1;
- public double TotalVariance = 1;
- }
- public List<State> States = new List<State>();
- public int StatesMaxCount = 1000;
- public float x;
- public float y;
- public float z;
- long TimeGapOld;
- double lastv = default;
- public Geometry.Quaternion Update(IEnumerable<byte> gyr1Byte, IEnumerable<byte> gyr2Byte, IEnumerable<byte> acc1Byte, IEnumerable<byte> acc2Byte, IEnumerable<byte> magByte,
- byte min, byte sec, byte ms1, byte ms2)
- {
- if(lastv != Attitude.MagCalibrater?.Variance)
- {
- lastv = Attitude.MagCalibrater?.Variance ?? default;
- Debug.Log(lastv);
- }
- var (Gyr, Acc, Mag, TimeGap) = Attitude.Update(gyr1Byte, gyr2Byte, acc1Byte, acc2Byte, magByte, min, sec, ms1, ms2);
- var GyrOperator = Geometry.Quaternion.Euler((Gyr * TimeGap).To<float>());
- var Last = States.LastOrDefault() ?? new State();
- States.Add(new State());
- if (States.Count > StatesMaxCount)
- States.RemoveAt(0);
- var state = States.Last();
- state.Acc = Acc;
- //Debug.Log(Gyr.magnitude);
- state.Gyr = Gyr;
- state.Mag = Mag;/**/
- state.TimeGap = TimeGap;
- if (States.Count <= 1)
- return Geometry.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 Geometry.Quaternion Process9Axis(State Last, State state)
- {
- var Acc = state.Acc;
- var Gyr = state.Gyr;
- var Mag = state.Mag;
- double TimeGap = state.TimeGap;
- o0UIRawImageTester.UpdateAllOffset();
- var LastQuaternion = Last.Qua;
- var GyrOperator = Geometry.Quaternion.Euler((Gyr * TimeGap).To<float>());
- var quaGyr = LastQuaternion * GyrOperator;
- //TestVector.Update9AxisRotation(GyrOperator, 1);
- //TestVector.SetAcc(Acc / 10, 1);
- //TestVector.SetMag(Mag, 1);
- var accTest = Geometry.Quaternion.FromToRotation(Last.Acc.To<float>(), Acc.To<float>()).Inversed;
- var magTest = Geometry.Quaternion.FromToRotation(Last.Mag.To<float>(), Mag.To<float>()).Inversed;
- //TestVector.Set9AxisRotation(Last.Qua, 3);
- 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).Length * 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 = AccVarianceInput != default ? AccVarianceInput : Math.Max((Gyr * TimeGap).Length, state.Acc.Angle(Last.Acc)) * 1 + Math.Pow(Math.Abs(state.Acc.Length - 1) / 1 * AccLengthToAngle, 4);
- double MagVariance = 10 + Math.Pow(Math.Abs(state.Mag.Length - 1) / 1 * MagLengthToAngle, 4);/**/
- if (double.IsInfinity(GyrVariance))
- GyrVariance = 0.0000001;
- if (double.IsNaN(GyrVariance))
- GyrVariance = 0.0000001;
- if (double.IsNaN(AccVariance))
- AccVariance = 0.0000001;
- if (double.IsNaN(MagVariance))
- MagVariance = 0.0000001;
- state.Variance = GyrVariance;
- state.Variance = state.Variance * (AccVariance + MagVariance) / (state.Variance + (AccVariance + MagVariance));
- if (double.IsNaN(state.Variance))
- state.Variance = 0.0000001;
- var quaAccMag = Geometry.Quaternion.FormQuaternion(AccIdentity.To<float>(), MagIdentity.To<float>(), state.Acc.To<float>(), state.Mag.To<float>(), (float)(AccVariance / (AccVariance + MagVariance)));
- var quaMinRate = GyrVariance / (GyrVariance + Math.Max(AccVariance, MagVariance));
- var quaMaxRate = GyrVariance / (GyrVariance + Math.Min(AccVariance, MagVariance));
- Geometry.Quaternion quaFirst = Geometry.Quaternion.SLerp(quaGyr, quaAccMag, (float)quaMinRate);
- if (double.IsNaN(quaFirst.w))
- quaFirst = Last.Qua;
- var quaSecondRate = (quaMaxRate - quaMinRate) / (1 - quaMinRate);
- state.Qua = AccVariance < MagVariance ? Geometry.Quaternion.FormQuaternion(quaFirst, AccIdentity.To<float>(), state.Acc.To<float>(), (float)quaSecondRate) : Geometry.Quaternion.FormQuaternion(quaFirst, MagIdentity.To<float>(), state.Mag.To<float>(), (float)quaSecondRate);
- ///////////////////////////////////////////////////////////////
- if (double.IsNaN(state.Qua.w))
- state.Qua = Last.Qua;/**/
- state.QuaSmooth = Geometry.Quaternion.SLerp(Last.QuaSmooth, state.Qua, 0.3f);//Last.QuaSmooth - state.Qua 0 - 1
- //QuaTest[0] = o0Project.o0.FormQuaternion(QuaTest[0] * GyrOperator, AccIdentity, state.AccSmooth, 1);
- // QuaTest[0] = Geometry.Quaternion.FormQuaternion(AccIdentity, MagIdentity, state.AccSmooth, state.MagSmooth, (float)(AccVariance / (AccVariance + MagVariance))).ToUnityQuaternion();
- // QuaTest[1] = state.QuaAccMag.ToUnityQuaternion();
- //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().AccVariance = 1000;
- States.Last().GyrVariance = 1000;
- States.Last().MagVariance = 1000;
- States.Last().AccMagVariance = 1000;
- States.Last().TotalVariance = 1000;
- }
- public Geometry.Quaternion SetIdentity()
- {
- //UnityEngine.Quaternion qua = default;
- //int averageCount = Math.Min(States.Count, 5);
- int averageCount = Math.Min(States.Count, 50);
- Vector<double> aveAcc = Vector<double>.Zero;
- Vector<double> aveMag = Vector<double>.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 = Geometry.Quaternion.Identity;
- States.Last().QuaSmooth = Geometry.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 = Geometry.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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