o0663Axis.cs 10 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. using Newtonsoft.Json;
  7. namespace o0.Bow
  8. {
  9. public class o0663Axis
  10. {
  11. public IMU._663AxisPreProcessor Attitude;
  12. public static List<UnityEngine.Quaternion> QuaTest = new List<UnityEngine.Quaternion>();
  13. public o0663Axis(Vector<int> Gyr1ByteIndex = default, Vector<int> Gyr2ByteIndex = default, Vector<int> Acc1ByteIndex = default, Vector<int> Acc2ByteIndex = default, Vector<int> MagByteIndex = default)
  14. {
  15. Attitude = new IMU._663AxisPreProcessor(Gyr1ByteIndex, Gyr2ByteIndex, Acc1ByteIndex, Acc2ByteIndex, MagByteIndex);
  16. QuaTest.Add(UnityEngine.Quaternion.identity);
  17. QuaTest.Add(UnityEngine.Quaternion.identity);
  18. }
  19. static public Vector<double> AccIdentity = new Vector<double>(0, -1, 0);
  20. static public Vector<double> MagIdentity = new Vector<double>(-1, 2, 0).Normalized;
  21. public class State
  22. {
  23. public double TimeGap;
  24. public Vector<double> Acc = AccIdentity;
  25. public Vector<double> AccSmooth = AccIdentity;
  26. public Vector<double> Gyr;
  27. public Vector<double> Mag = MagIdentity;
  28. public Vector<double> MagSmooth = MagIdentity;
  29. public double GapMS;
  30. public Geometry.Quaternion Qua = Geometry.Quaternion.Identity;
  31. public Geometry.Quaternion QuaSmooth = Geometry.Quaternion.Identity;
  32. public double Variance = 1;
  33. public double GyrVariance = 1;
  34. public double AccVariance = 1;
  35. public double MagVariance = 1;
  36. public Geometry.Quaternion QuaAccMag = Geometry.Quaternion.Identity;
  37. public int QuaAccMagCount = 0;
  38. public double AccMagVariance = 1;
  39. public double TotalVariance = 1;
  40. }
  41. public List<State> States = new List<State>();
  42. public int StatesMaxCount = 1000;
  43. public float x;
  44. public float y;
  45. public float z;
  46. long TimeGapOld;
  47. double lastv = default;
  48. public Geometry.Quaternion Update(IEnumerable<byte> gyr1Byte, IEnumerable<byte> gyr2Byte, IEnumerable<byte> acc1Byte, IEnumerable<byte> acc2Byte, IEnumerable<byte> magByte,
  49. byte min, byte sec, byte ms1, byte ms2)
  50. {
  51. if(lastv != Attitude.MagCalibrater?.Variance)
  52. {
  53. lastv = Attitude.MagCalibrater?.Variance ?? default;
  54. Debug.Log(lastv);
  55. }
  56. var (Gyr, Acc, Mag, TimeGap) = Attitude.Update(gyr1Byte, gyr2Byte, acc1Byte, acc2Byte, magByte, min, sec, ms1, ms2);
  57. var GyrOperator = Geometry.Quaternion.Euler((Gyr * TimeGap).To<float>());
  58. var Last = States.LastOrDefault() ?? new State();
  59. States.Add(new State());
  60. if (States.Count > StatesMaxCount)
  61. States.RemoveAt(0);
  62. var state = States.Last();
  63. state.Acc = Acc;
  64. //Debug.Log(Gyr.magnitude);
  65. state.Gyr = Gyr;
  66. state.Mag = Mag;/**/
  67. state.TimeGap = TimeGap;
  68. if (States.Count <= 1)
  69. return Geometry.Quaternion.Identity;
  70. return Process9Axis(Last, state);
  71. }
  72. int ShakeFrame;
  73. int AccVarianceInput;
  74. /// //////////////////向前追溯多少帧//向后多少帧计算抖动
  75. public void OnShot(int TrackBack, int ShakeFrame, int AccVarianceInput)
  76. {
  77. this.AccVarianceInput = AccVarianceInput;
  78. TrackBack = Math.Min(TrackBack, States.Count);
  79. var startI = States.Count - TrackBack;
  80. State Last = default;
  81. foreach (var i in TrackBack.Range())
  82. {
  83. var state = States[startI + i];
  84. if (Last != default)
  85. Process9Axis(Last, state);
  86. Last = state;
  87. }
  88. this.ShakeFrame = ShakeFrame;
  89. Debug.Log("OnShot");/**/
  90. }
  91. public double diff = 0.001;
  92. public Geometry.Quaternion Process9Axis(State Last, State state)
  93. {
  94. var Acc = state.Acc;
  95. var Gyr = state.Gyr;
  96. var Mag = state.Mag;
  97. double TimeGap = state.TimeGap;
  98. o0UIRawImageTester.UpdateAllOffset();
  99. var LastQuaternion = Last.Qua;
  100. var GyrOperator = Geometry.Quaternion.Euler((Gyr * TimeGap).To<float>());
  101. var quaGyr = LastQuaternion * GyrOperator;
  102. //TestVector.Update9AxisRotation(GyrOperator, 1);
  103. //TestVector.SetAcc(Acc / 10, 1);
  104. //TestVector.SetMag(Mag, 1);
  105. var accTest = Geometry.Quaternion.FromToRotation(Last.Acc.To<float>(), Acc.To<float>()).Inversed;
  106. var magTest = Geometry.Quaternion.FromToRotation(Last.Mag.To<float>(), Mag.To<float>()).Inversed;
  107. //TestVector.Set9AxisRotation(Last.Qua, 3);
  108. double AccLengthToAngle = 5;//1倍引力差相当于多少度方差
  109. double MagLengthToAngle = 5;//1倍磁力差相当于多少度方差
  110. 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
  111. //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
  112. // Debug.Log("GyrVariance==" + GyrVariance);
  113. 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);
  114. double MagVariance = 10 + Math.Pow(Math.Abs(state.Mag.Length - 1) / 1 * MagLengthToAngle, 4);/**/
  115. if (double.IsInfinity(GyrVariance))
  116. GyrVariance = 0.0000001;
  117. if (double.IsNaN(GyrVariance))
  118. GyrVariance = 0.0000001;
  119. if (double.IsNaN(AccVariance))
  120. AccVariance = 0.0000001;
  121. if (double.IsNaN(MagVariance))
  122. MagVariance = 0.0000001;
  123. state.Variance = GyrVariance;
  124. state.Variance = state.Variance * (AccVariance + MagVariance) / (state.Variance + (AccVariance + MagVariance));
  125. if (double.IsNaN(state.Variance))
  126. state.Variance = 0.0000001;
  127. var quaAccMag = Geometry.Quaternion.FormQuaternion(AccIdentity.To<float>(), MagIdentity.To<float>(), state.Acc.To<float>(), state.Mag.To<float>(), (float)(AccVariance / (AccVariance + MagVariance)));
  128. var quaMinRate = GyrVariance / (GyrVariance + Math.Max(AccVariance, MagVariance));
  129. var quaMaxRate = GyrVariance / (GyrVariance + Math.Min(AccVariance, MagVariance));
  130. Geometry.Quaternion quaFirst = Geometry.Quaternion.SLerp(quaGyr, quaAccMag, (float)quaMinRate);
  131. if (double.IsNaN(quaFirst.w))
  132. quaFirst = Last.Qua;
  133. var quaSecondRate = (quaMaxRate - quaMinRate) / (1 - quaMinRate);
  134. 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);
  135. ///////////////////////////////////////////////////////////////
  136. if (double.IsNaN(state.Qua.w))
  137. state.Qua = Last.Qua;/**/
  138. state.QuaSmooth = Geometry.Quaternion.SLerp(Last.QuaSmooth, state.Qua, 0.3f);//Last.QuaSmooth - state.Qua 0 - 1
  139. //QuaTest[0] = o0Project.o0.FormQuaternion(QuaTest[0] * GyrOperator, AccIdentity, state.AccSmooth, 1);
  140. // QuaTest[0] = Geometry.Quaternion.FormQuaternion(AccIdentity, MagIdentity, state.AccSmooth, state.MagSmooth, (float)(AccVariance / (AccVariance + MagVariance))).ToUnityQuaternion();
  141. // QuaTest[1] = state.QuaAccMag.ToUnityQuaternion();
  142. //QuaTest[1] = o0Project.o0.FormQuaternion(QuaTest[1] * GyrOperator, MagIdentity, state.MagSmooth, 1);
  143. //Debug.Log(o09AxisCS.QuaTest[0]);
  144. if (ShakeFrame > 0)
  145. {
  146. --ShakeFrame;
  147. if (ShakeFrame == 0)
  148. AccVarianceInput = default;
  149. }
  150. return state.QuaSmooth;
  151. }
  152. public void Init()
  153. {
  154. States.Last().AccVariance = 1000;
  155. States.Last().GyrVariance = 1000;
  156. States.Last().MagVariance = 1000;
  157. States.Last().AccMagVariance = 1000;
  158. States.Last().TotalVariance = 1000;
  159. }
  160. public Geometry.Quaternion SetIdentity()
  161. {
  162. //UnityEngine.Quaternion qua = default;
  163. //int averageCount = Math.Min(States.Count, 5);
  164. int averageCount = Math.Min(States.Count, 50);
  165. Vector<double> aveAcc = Vector<double>.Zero;
  166. Vector<double> aveMag = Vector<double>.Zero;
  167. for (var i = States.Count - averageCount; i < States.Count; ++i)
  168. {
  169. aveAcc += States[i].Acc;
  170. aveMag += States[i].Mag;
  171. }
  172. aveAcc /= averageCount;
  173. aveMag /= averageCount;
  174. //AccIdentity = AccOld;
  175. //MagIdentity = MagOld;
  176. AccIdentity = aveAcc;
  177. MagIdentity = aveMag;
  178. //qua = o0Project.o0.FormQuaternion(Quaternion.identity, Vector3.down,AccIdentity, 1);
  179. //AccIdentity=qua*AccIdentity;
  180. //MagIdentity = qua*MagIdentity;
  181. States.Last().Qua = Geometry.Quaternion.Identity;
  182. States.Last().QuaSmooth = Geometry.Quaternion.Identity;
  183. //States.Last().Qua = qua*States.Last().Qua;//Quaternion.identity;
  184. States.Last().Variance = 0.0000001;
  185. States.Last().AccVariance = 0.0000001;
  186. States.Last().GyrVariance = 0.0000001;
  187. States.Last().MagVariance = 0.0000001;
  188. States.Last().QuaAccMag = Geometry.Quaternion.Identity;
  189. States.Last().QuaAccMagCount = 0;
  190. States.Last().AccMagVariance = 0.0000001;
  191. States.Last().TotalVariance = 0.0000001;
  192. return States.Last().Qua;
  193. }
  194. public State getLastState()
  195. {
  196. return this.States.Last();
  197. }
  198. }
  199. }