o09AxisAfterXiaMenFromDll_SDK.cs 14 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 o09AxisAfterXiaMenFromDll_SDK//卡尔曼滤波优化地磁计向量版
  9. {
  10. public IMU._9AxisPreProcessor Attitude;
  11. public IMU.HardwareVariance GyrHardwareVariance;
  12. public IMU.HardwareVariance AccHardwareVariance;
  13. public IMU.HardwareVariance MagHardwareVariance;
  14. // public static List<UnityEngine.Quaternion> QuaTest = new List<UnityEngine.Quaternion>();
  15. public o09AxisAfterXiaMenFromDll_SDK(Vector<int> GyrByteIndex = default, Vector<int> AccByteIndex = default, Vector<int> MagByteIndex = default)
  16. {
  17. Attitude = new IMU._9AxisPreProcessor(GyrByteIndex, AccByteIndex, MagByteIndex);
  18. GyrHardwareVariance = new IMU.HardwareVariance();
  19. AccHardwareVariance = new IMU.HardwareVariance();
  20. MagHardwareVariance = new IMU.HardwareVariance();
  21. // QuaTest.Add(UnityEngine.Quaternion.identity);
  22. // QuaTest.Add(UnityEngine.Quaternion.identity);
  23. }
  24. static readonly Vector<double> AccIdentityDefault = new Vector<double>(0, -1, 0);
  25. static readonly Vector<double> MagIdentityDefault = new Vector<double>(-1, 2, 0).Normalized;
  26. public Vector<double> AccIdentity = new Vector<double>(0, -1, 0);
  27. public Vector<double> MagIdentity = new Vector<double>(-1, 2, 0).Normalized;
  28. public class State
  29. {
  30. public double TimeGap;
  31. public Vector<double> Acc = AccIdentityDefault;
  32. public Vector<double> AccSmooth = AccIdentityDefault;
  33. public Vector<double> Gyr;
  34. public Vector<double> Mag = MagIdentityDefault;
  35. public Vector<double> MagSmooth = MagIdentityDefault;
  36. public double GapMS;
  37. public Geometry.Quaternion Qua = Geometry.Quaternion.Identity;
  38. public Geometry.Quaternion QuaSmooth = Geometry.Quaternion.Identity;
  39. public double Variance = 1;
  40. public double GyrVariance = 1;
  41. public double AccVariance = 1;
  42. public double MagVariance = 1;
  43. public Geometry.Quaternion QuaAccMag = Geometry.Quaternion.Identity;
  44. public int QuaAccMagCount = 0;
  45. public double AccMagVariance = 1;
  46. public double TotalVariance = 1;
  47. }
  48. public List<State> States = new List<State>();
  49. public int StatesMaxCount = 1000;
  50. public Geometry.Quaternion Update(IEnumerable<byte> gyrByte, IEnumerable<byte> accByte, IEnumerable<byte> magByte,
  51. byte min, byte sec, byte ms1, byte ms2)
  52. {
  53. var (Gyr, Acc, Mag, TimeGap) = Attitude.Update(gyrByte, accByte, magByte, min, sec, ms1, ms2);
  54. if ((Gyr, Acc, Mag, TimeGap) == default)
  55. return Geometry.Quaternion.Identity;
  56. Vector<double> Buffer = default;
  57. Buffer = GyrHardwareVariance.Update(Attitude.LastGyr);
  58. if (Buffer != default)
  59. Debug.Log("GyrHardwareVariance: " + Buffer.Length);
  60. Buffer = AccHardwareVariance.Update(Acc);
  61. if (Buffer != default)
  62. Debug.Log("AccHardwareVariance: " + Buffer.Length);
  63. Buffer = MagHardwareVariance.Update(Mag);
  64. if (Buffer != default)
  65. Debug.Log("MagHardwareVariance: " + Buffer.Length);
  66. // var GyrOperator = Geometry.Quaternion.Euler(Gyr * TimeGap);
  67. // TestVector.Update9AxisRotation(GyrOperator.ToUnityQuaternion(), 0);
  68. // TestVector.SetAcc(Acc.ToUnityVector(), 0);
  69. // TestVector.SetMag(Mag.ToUnityVector(), 0);
  70. var Last = States.LastOrDefault() ?? new State();
  71. States.Add(new State());
  72. if (States.Count > StatesMaxCount)
  73. States.RemoveAt(0);
  74. var state = States.Last();
  75. state.Acc = Acc;
  76. //Debug.Log(Gyr.magnitude);
  77. state.Gyr = Gyr;
  78. state.Mag = Mag;/**/
  79. state.TimeGap = TimeGap;
  80. if (States.Count <= 1)
  81. return Geometry.Quaternion.Identity;
  82. return Process9Axis(Last, state);
  83. }
  84. int ShakeFrame;
  85. int AccVarianceInput;
  86. /// //////////////////向前追溯多少帧//向后多少帧计算抖动
  87. public void OnShot(int TrackBack, int ShakeFrame, int AccVarianceInput)
  88. {
  89. this.AccVarianceInput = AccVarianceInput;
  90. TrackBack = Math.Min(TrackBack, States.Count);
  91. var startI = States.Count - TrackBack;
  92. State Last = default;
  93. foreach (var i in TrackBack.Range())
  94. {
  95. var state = States[startI + i];
  96. if (Last != default)
  97. Process9Axis(Last, state);
  98. Last = state;
  99. }
  100. this.ShakeFrame = ShakeFrame;
  101. Debug.Log("OnShot");/**/
  102. }
  103. //public double diff = 0.001;
  104. public double diff = 0.0001;
  105. public void MagSmooth(State Last, State state)
  106. {
  107. var Acc = state.Acc;
  108. var Gyr = state.Gyr;
  109. var Mag = state.Mag;
  110. double TimeGap = state.TimeGap;
  111. double GyrVariance = Last.MagVariance + Math.Pow((Gyr * TimeGap).Length, 2);
  112. double AccVariance = AccVarianceInput != default ? AccVarianceInput : Math.Pow((Gyr * TimeGap).Length * 1, 2) + Math.Pow(Math.Abs(Acc.Length - 1) / 1 * 30, 2);
  113. double MagVariance = 25;
  114. state.AccSmooth = Last.AccSmooth + (state.Acc - Last.AccSmooth) * GyrVariance / (AccVariance + GyrVariance);
  115. state.AccVariance = (GyrVariance + AccVariance) / GyrVariance / AccVariance;
  116. state.MagSmooth = Last.MagSmooth + (state.Mag - Last.MagSmooth) * GyrVariance / (MagVariance + GyrVariance);
  117. state.MagVariance = (GyrVariance + MagVariance) / GyrVariance / MagVariance;
  118. // TestVector.SetAcc(state.AccSmooth.ToUnityVector(), 1);
  119. // TestVector.SetMag(state.MagSmooth.ToUnityVector(), 1);
  120. }
  121. public static double vari = 0.001;
  122. public double CalGyrVariance(State Last, State state)
  123. {
  124. //return Last.Variance + (state.Gyr * state.TimeGap).Length * 0.3 + 0.001;
  125. return Last.Variance + (state.Gyr * state.TimeGap).Length * 0.3 + vari * state.TimeGap;//0.00000002331017
  126. }
  127. public double CalAccVariance(State Last, State state)
  128. {
  129. double AccLengthToAngle = 10000;//1倍引力差相当于多少度方差
  130. return AccVarianceInput != default ? AccVarianceInput :
  131. Math.Max(
  132. (state.Gyr * state.TimeGap).Length * 1000,
  133. Math.Abs(state.Acc.Length - 1) * AccLengthToAngle
  134. );
  135. //return AccVarianceInput != default ? AccVarianceInput : Math.Max((state.Gyr * state.TimeGap).Length, AccAngleDiff) * 1 + Math.Pow(Math.Abs(state.Acc.Length - 1) / 1 * AccLengthToAngle, 4);
  136. }
  137. public double CalMagVariance(State Last, State state)
  138. {
  139. return 100;
  140. }
  141. public (double, double, double) CalVariance(State Last, State state)
  142. {
  143. var GyrVariance = CalGyrVariance(Last, state);
  144. var AccVariance = CalAccVariance(Last, state);
  145. var MagVariance = CalMagVariance(Last, state);
  146. if (double.IsInfinity(GyrVariance) || double.IsNaN(GyrVariance))
  147. GyrVariance = InitVariance;
  148. if (double.IsInfinity(AccVariance) || double.IsNaN(AccVariance))
  149. AccVariance = InitVariance;
  150. if (double.IsInfinity(MagVariance) || double.IsNaN(MagVariance))
  151. MagVariance = InitVariance;
  152. var max = Math.Max(AccVariance, MagVariance);
  153. state.Variance = GyrVariance * max / (GyrVariance + max);
  154. if (double.IsInfinity(state.Variance) || double.IsNaN(state.Variance))
  155. state.Variance = InitVariance;
  156. return (GyrVariance, AccVariance, MagVariance);
  157. }
  158. public void QuaCheck(ref Geometry.Quaternion quaternion, Geometry.Quaternion backUp)
  159. {
  160. if (double.IsInfinity(quaternion.x) || double.IsInfinity(quaternion.y) || double.IsInfinity(quaternion.z) || double.IsInfinity(quaternion.w)
  161. || double.IsNaN(quaternion.x) || double.IsNaN(quaternion.y) || double.IsNaN(quaternion.z) || double.IsNaN(quaternion.w))
  162. quaternion = backUp;
  163. }
  164. // public static string debugInfo = "";
  165. public Geometry.Quaternion Process9Axis(State Last, State state)
  166. {
  167. MagSmooth(Last, state);
  168. //var Acc = state.AccSmooth;
  169. var Acc = state.Acc;
  170. var Gyr = state.Gyr;//误差0.0001-0.0006之间
  171. //var Gyr = Vector<double>.One.Normalized * 0.001;//误差0.0001-0.0006之间
  172. var Mag = state.Mag;
  173. double TimeGap = state.TimeGap;
  174. //Debug.Log(Gyr.Length);
  175. // debugInfo = $"Acc:{Acc}\n";
  176. // debugInfo += $"AccLen:{Acc.Length}\n";
  177. // debugInfo += $"Gyr:{Gyr}\n";
  178. // debugInfo += $"GyrLen:{Gyr.Length}\n";
  179. // debugInfo += $"Mag:{Mag}\n";
  180. // debugInfo += $"MagLen:{Mag.Length}\n";
  181. // debugInfo += $"TimeGap:{TimeGap}\n";
  182. // debugInfo += $"GyrMeanLen:{Attitude.GyrCalibrater.Mean.Length}\n";
  183. // debugInfo += $"MagVariance:{Attitude.MagCalibrater.Variance}\n";
  184. var LastQuaternion = Last.QuaSmooth;
  185. var GyrOperator = Geometry.Quaternion.Euler((Gyr * TimeGap).To<float>());
  186. var quaGyr = LastQuaternion * GyrOperator;
  187. // var accTest = Geometry.Quaternion.FromToRotation(Last.Acc, Acc).Inversed;
  188. // TestVector.Set9AxisRotation(Last.QuaSmooth.ToUnityQuaternion(), 2);
  189. // var magTest = Geometry.Quaternion.FromToRotation(Last.Mag, Mag).Inversed;
  190. // TestVector.Update9AxisRotation(GyrOperator.ToUnityQuaternion(), 3);
  191. //TestVector.Set9AxisRotation(quaGyr.ToUnityQuaternion(), 3);
  192. //TestVector.Set9AxisRotation(Last.Qua, 3);
  193. var (GyrVariance, AccVariance, MagVariance) = CalVariance(Last, state);
  194. var quaAccMag = Geometry.Quaternion.FormQuaternion(AccIdentity.To<float>(), MagIdentity.To<float>(), Acc.To<float>(), Mag.To<float>(), (float)(AccVariance / (AccVariance + MagVariance)));
  195. var quaMinRate = GyrVariance / (GyrVariance + Math.Max(AccVariance, MagVariance));//静止时约0.01效果最好
  196. var quaMaxRate = GyrVariance / (GyrVariance + Math.Min(AccVariance, MagVariance));
  197. 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
  198. QuaCheck(ref quaFirst, LastQuaternion);//防止数值溢出
  199. var quaSecondRate = (quaMaxRate - quaMinRate) / (1 - quaMinRate);
  200. // Debug.Log((quaMinRate, AccVariance, quaSecondRate));
  201. state.Qua = AccVariance < MagVariance ? Geometry.Quaternion.FormQuaternion(quaFirst, AccIdentity.To<float>(), Acc.To<float>(), (float)quaSecondRate) : Geometry.Quaternion.FormQuaternion(quaFirst, MagIdentity.To<float>(), Mag.To<float>(), (float)quaSecondRate);/**/
  202. //state.Qua = quaFirst;
  203. QuaCheck(ref state.Qua, LastQuaternion);//防止数值溢出
  204. state.QuaSmooth = state.Qua;
  205. if (ShakeFrame > 0)
  206. {
  207. --ShakeFrame;
  208. if (ShakeFrame == 0)
  209. AccVarianceInput = default;
  210. }
  211. return state.QuaSmooth;
  212. }
  213. public double InitVariance
  214. {
  215. get
  216. {
  217. var minVariance = double.MaxValue;
  218. foreach (var i in States)
  219. if (!double.IsInfinity(i.Variance)
  220. && !double.IsNaN(i.Variance)
  221. && minVariance > i.Variance)
  222. minVariance = i.Variance;
  223. return minVariance;
  224. }
  225. }
  226. public void Init()
  227. {
  228. States.Last().AccVariance = 1000;
  229. States.Last().GyrVariance = 1000;
  230. States.Last().MagVariance = 1000;
  231. States.Last().AccMagVariance = 1000;
  232. States.Last().TotalVariance = 1000;
  233. }
  234. public Geometry.Quaternion SetIdentity()
  235. {
  236. //UnityEngine.Quaternion qua = default;
  237. //int averageCount = Math.Min(States.Count, 5);
  238. int averageCount = Math.Min(States.Count, 50);
  239. Vector<double> aveAcc = Vector<double>.Zero;
  240. Vector<double> aveMag = Vector<double>.Zero;
  241. for (var i = States.Count - averageCount; i < States.Count; ++i)
  242. {
  243. aveAcc += States[i].AccSmooth;
  244. aveMag += States[i].MagSmooth;
  245. }
  246. aveAcc /= averageCount;
  247. aveMag /= averageCount;
  248. //AccIdentity = AccOld;
  249. //MagIdentity = MagOld;
  250. AccIdentity = aveAcc;
  251. MagIdentity = aveMag;
  252. //qua = o0Project.o0.FormQuaternion(Quaternion.identity, Vector3.down,AccIdentity, 1);
  253. //AccIdentity=qua*AccIdentity;
  254. //MagIdentity = qua*MagIdentity;
  255. States.Last().Qua = Geometry.Quaternion.Identity;
  256. States.Last().QuaSmooth = Geometry.Quaternion.Identity;
  257. //States.Last().Qua = qua*States.Last().Qua;//Quaternion.identity;
  258. States.Last().Variance = InitVariance;
  259. States.Last().AccVariance = InitVariance;
  260. States.Last().GyrVariance = InitVariance;
  261. States.Last().MagVariance = InitVariance;
  262. States.Last().QuaAccMag = Geometry.Quaternion.Identity;
  263. States.Last().QuaAccMagCount = 0;
  264. States.Last().AccMagVariance = InitVariance;
  265. States.Last().TotalVariance = InitVariance;
  266. return States.Last().Qua;
  267. }
  268. public State getLastState()
  269. {
  270. return this.States.Last();
  271. }
  272. }
  273. }