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							- using o0.Geometry;
 
- using System;
 
- using System.Collections.Generic;
 
- using System.Linq;
 
- using UnityEngine;
 
- namespace o0.Bow
 
- {
 
-     public class o09AxisAfterXiaMenFromDll_SDK//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_SDK(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 readonly Vector<double> AccIdentityDefault = new Vector<double>(0, -1, 0);
 
-         static readonly Vector<double> MagIdentityDefault = new Vector<double>(-1, 2, 0).Normalized;
 
-         public Vector<double> AccIdentity = new Vector<double>(0, -1, 0);
 
-         public Vector<double> MagIdentity = new Vector<double>(-1, 2, 0).Normalized;
 
-         public class State
 
-         {
 
-             public double TimeGap;
 
-             public Vector<double> Acc = AccIdentityDefault;
 
-             public Vector<double> AccSmooth = AccIdentityDefault;
 
-             public Vector<double> Gyr;
 
-             public Vector<double> Mag = MagIdentityDefault;
 
-             public Vector<double> MagSmooth = MagIdentityDefault;
 
-             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;
 
-             //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).To<float>());
 
-             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.To<float>(), MagIdentity.To<float>(), Acc.To<float>(), Mag.To<float>(), (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.To<float>(), Acc.To<float>(), (float)quaSecondRate) : Geometry.Quaternion.FormQuaternion(quaFirst, MagIdentity.To<float>(), Mag.To<float>(), (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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