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- using o0.Geometry;
- using System;
- using System.Collections.Generic;
- using System.Linq;
- using UnityEngine;
- namespace o0.Bow
- {
- public class o09AxisAfterXiaMenFromDll//卡尔曼滤波优化地磁计向量版
- {
- public IMU._9AxisPreProcessor Attitude;
- public IMU.HardwareVariance GyrHardwareVariance;
- public IMU.HardwareVariance AccHardwareVariance;
- public IMU.HardwareVariance MagHardwareVariance;
- // public static List<UnityEngine.Quaternion> QuaTest = new List<UnityEngine.Quaternion>();
- public o09AxisAfterXiaMenFromDll(Vector<int> GyrByteIndex = default, Vector<int> AccByteIndex = default, Vector<int> MagByteIndex = default)
- {
- Attitude = new IMU._9AxisPreProcessor(GyrByteIndex, AccByteIndex, MagByteIndex);
- GyrHardwareVariance = new IMU.HardwareVariance();
- AccHardwareVariance = new IMU.HardwareVariance();
- MagHardwareVariance = new IMU.HardwareVariance();
- // 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 Geometry.Quaternion Update(IEnumerable<byte> gyrByte, IEnumerable<byte> accByte, IEnumerable<byte> magByte,
- byte min, byte sec, byte ms1, byte ms2)
- {
- var (Gyr, Acc, Mag, TimeGap) = Attitude.Update(gyrByte, accByte, magByte, min, sec, ms1, ms2);
- if((Gyr, Acc, Mag, TimeGap) == default)
- return Geometry.Quaternion.Identity;
- Vector<double> Buffer = default;
- Buffer = GyrHardwareVariance.Update(Attitude.LastGyr);
- if (Buffer != default)
- Debug.Log("GyrHardwareVariance: " + Buffer.Length);
- Buffer = AccHardwareVariance.Update(Acc);
- if (Buffer != default)
- Debug.Log("AccHardwareVariance: " + Buffer.Length);
- Buffer = MagHardwareVariance.Update(Mag);
- if (Buffer != default)
- Debug.Log("MagHardwareVariance: " + Buffer.Length);
- // var GyrOperator = Geometry.Quaternion.Euler(Gyr * TimeGap);
- // TestVector.Update9AxisRotation(GyrOperator.ToUnityQuaternion(), 0);
- // TestVector.SetAcc(Acc.ToUnityVector(), 0);
- // TestVector.SetMag(Mag.ToUnityVector(), 0);
- 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 double diff = 0.0001;
- public void MagSmooth(State Last, State state)
- {
- var Acc = state.Acc;
- var Gyr = state.Gyr;
- var Mag = state.Mag;
- double TimeGap = state.TimeGap;
- double GyrVariance = Last.MagVariance + Math.Pow((Gyr * TimeGap).Length, 2);
- double AccVariance = AccVarianceInput != default ? AccVarianceInput : Math.Pow((Gyr * TimeGap).Length * 1, 2) + Math.Pow(Math.Abs(Acc.Length - 1) / 1 * 30, 2);
- double MagVariance = 25;
- state.AccSmooth = Last.AccSmooth + (state.Acc - Last.AccSmooth) * GyrVariance / (AccVariance + GyrVariance);
- state.AccVariance = (GyrVariance + AccVariance) / GyrVariance / AccVariance;
- state.MagSmooth = Last.MagSmooth + (state.Mag - Last.MagSmooth) * GyrVariance / (MagVariance + GyrVariance);
- state.MagVariance = (GyrVariance + MagVariance) / GyrVariance / MagVariance;
- // TestVector.SetAcc(state.AccSmooth.ToUnityVector(), 1);
- // TestVector.SetMag(state.MagSmooth.ToUnityVector(), 1);
- }
- public static double vari = 0.001;
- public double CalGyrVariance(State Last, State state)
- {
- //return Last.Variance + (state.Gyr * state.TimeGap).Length * 0.3 + 0.001;
- return Last.Variance + (state.Gyr * state.TimeGap).Length * 0.3 + vari * state.TimeGap;//0.00000002331017
- }
- public double CalAccVariance(State Last, State state)
- {
- double AccLengthToAngle = 10000;//1倍引力差相当于多少度方差
- return AccVarianceInput != default ? AccVarianceInput :
- Math.Max(
- (state.Gyr * state.TimeGap).Length * 1000 ,
- Math.Abs(state.Acc.Length - 1) * AccLengthToAngle
- );
- //return AccVarianceInput != default ? AccVarianceInput : Math.Max((state.Gyr * state.TimeGap).Length, AccAngleDiff) * 1 + Math.Pow(Math.Abs(state.Acc.Length - 1) / 1 * AccLengthToAngle, 4);
- }
- public double CalMagVariance(State Last, State state)
- {
- return 100;
- }
- public (double, double, double) CalVariance(State Last, State state)
- {
- var GyrVariance = CalGyrVariance(Last, state);
- var AccVariance = CalAccVariance(Last, state);
- var MagVariance = CalMagVariance(Last, state);
- if (double.IsInfinity(GyrVariance) || double.IsNaN(GyrVariance))
- GyrVariance = InitVariance;
- if (double.IsInfinity(AccVariance) || double.IsNaN(AccVariance))
- AccVariance = InitVariance;
- if (double.IsInfinity(MagVariance) || double.IsNaN(MagVariance))
- MagVariance = InitVariance;
- var max = Math.Max(AccVariance, MagVariance);
- state.Variance = GyrVariance * max / (GyrVariance + max);
- if (double.IsInfinity(state.Variance) || double.IsNaN(state.Variance))
- state.Variance = InitVariance;
- return (GyrVariance, AccVariance, MagVariance);
- }
- public void QuaCheck(ref Geometry.Quaternion quaternion, Geometry.Quaternion backUp)
- {
- if (double.IsInfinity(quaternion.x) || double.IsInfinity(quaternion.y) || double.IsInfinity(quaternion.z) || double.IsInfinity(quaternion.w)
- || double.IsNaN(quaternion.x) || double.IsNaN(quaternion.y) || double.IsNaN(quaternion.z) || double.IsNaN(quaternion.w))
- quaternion = backUp;
- }
- public static string debugInfo = "";
- public Geometry.Quaternion Process9Axis(State Last, State state)
- {
- MagSmooth(Last, state);
- //var Acc = state.AccSmooth;
- var Acc = state.Acc;
- var Gyr = state.Gyr;//误差0.0001-0.0006之间
- //var Gyr = Vector<double>.One.Normalized * 0.001;//误差0.0001-0.0006之间
- var Mag = state.Mag;
- double TimeGap = state.TimeGap;
- o0UIRawImageTester.UpdateAllOffset();
- //Debug.Log(Gyr.Length);
- debugInfo = $"Acc:{Acc}\n";
- debugInfo += $"AccLen:{Acc.Length}\n";
- debugInfo += $"Gyr:{Gyr}\n";
- debugInfo += $"GyrLen:{Gyr.Length}\n";
- debugInfo += $"Mag:{Mag}\n";
- debugInfo += $"MagLen:{Mag.Length}\n";
- debugInfo += $"TimeGap:{TimeGap}\n";
- debugInfo += $"GyrMeanLen:{Attitude.GyrCalibrater.Mean.Length}\n";
- debugInfo += $"MagVariance:{Attitude.MagCalibrater.Variance}\n";
- var LastQuaternion = Last.QuaSmooth;
- var GyrOperator = Geometry.Quaternion.Euler(Gyr * TimeGap);
- var quaGyr = LastQuaternion * GyrOperator;
- // var accTest = Geometry.Quaternion.FromToRotation(Last.Acc, Acc).Inversed;
- // TestVector.Set9AxisRotation(Last.QuaSmooth.ToUnityQuaternion(), 2);
- // var magTest = Geometry.Quaternion.FromToRotation(Last.Mag, Mag).Inversed;
- // TestVector.Update9AxisRotation(GyrOperator.ToUnityQuaternion(), 3);
- //TestVector.Set9AxisRotation(quaGyr.ToUnityQuaternion(), 3);
- //TestVector.Set9AxisRotation(Last.Qua, 3);
- var (GyrVariance, AccVariance, MagVariance) = CalVariance(Last, state);
- var quaAccMag = Geometry.Quaternion.FormQuaternion(AccIdentity, MagIdentity, Acc, Mag, (float)(AccVariance / (AccVariance + MagVariance)));
- var quaMinRate = GyrVariance / (GyrVariance + Math.Max(AccVariance, MagVariance));//静止时约0.01效果最好
- var quaMaxRate = GyrVariance / (GyrVariance + Math.Min(AccVariance, MagVariance));
- Geometry.Quaternion quaFirst = Geometry.Quaternion.SLerp(quaGyr, quaAccMag, (float)quaMinRate);//运算到这里如果视角校准有漂移,说明需要重新校准陀螺仪//不是代码问题
- QuaCheck(ref quaFirst, LastQuaternion);//防止数值溢出
- var quaSecondRate = (quaMaxRate - quaMinRate) / (1 - quaMinRate);
- // Debug.Log((quaMinRate, AccVariance, quaSecondRate));
- state.Qua = AccVariance < MagVariance ? Geometry.Quaternion.FormQuaternion(quaFirst, AccIdentity, Acc, (float)quaSecondRate) : Geometry.Quaternion.FormQuaternion(quaFirst, MagIdentity, Mag, (float)quaSecondRate);/**/
- //state.Qua = quaFirst;
- QuaCheck(ref state.Qua, LastQuaternion);//防止数值溢出
- state.QuaSmooth = state.Qua;
- if (ShakeFrame > 0)
- {
- --ShakeFrame;
- if (ShakeFrame == 0)
- AccVarianceInput = default;
- }
- return state.QuaSmooth;
- }
- public double InitVariance
- {
- get
- {
- var minVariance = double.MaxValue;
- foreach(var i in States)
- if (!double.IsInfinity(i.Variance)
- && !double.IsNaN(i.Variance)
- && minVariance > i.Variance)
- minVariance = i.Variance;
- return minVariance;
- }
- }
- 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].AccSmooth;
- aveMag += States[i].MagSmooth;
- }
- 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 = InitVariance;
- States.Last().AccVariance = InitVariance;
- States.Last().GyrVariance = InitVariance;
- States.Last().MagVariance = InitVariance;
- States.Last().QuaAccMag = Geometry.Quaternion.Identity;
- States.Last().QuaAccMagCount = 0;
- States.Last().AccMagVariance = InitVariance;
- States.Last().TotalVariance = InitVariance;
- return States.Last().Qua;
- }
- public State getLastState()
- {
- return this.States.Last();
- }
- }
- }
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