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- import notifyCenter from 'global';
- var ActionJump = require('jump-0.3');
- import { KalmanModel, KalmanObservation } from "../js/kalman/kalman";
- import { mVector, mMatrix } from "../js/kalman/sylvester"
- cc.Class({
- extends: cc.Component,
- properties: {
- playerContro: {
- default: null,
- type: cc.Node,
- serializable: true,
- },
- playerControScript: {
- default: null,
- visible: false,
- serializable: true,
- },
- mass: {
- default: 50,
- type: cc.Integer,
- tooltip: "物体质量/kg",
- serializable: true,
- },
- xLCount: {
- default: 0,
- type: cc.Float,
- tooltip: "x轴负向",
- visible: false,
- serializable: false,
- },
- xRCount: {
- default: 0,
- type: cc.Float,
- tooltip: "x轴正向",
- visible: false,
- serializable: false,
- },
- yLCount: {
- default: 0,
- type: cc.Float,
- tooltip: "y轴负向",
- visible: false,
- serializable: false,
- },
- yRCount: {
- default: 0,
- type: cc.Float,
- tooltip: "y轴正向",
- visible: false,
- serializable: false,
- },
- zLCount: {
- default: 0,
- type: cc.Float,
- tooltip: "z轴负向",
- visible: false,
- serializable: false,
- },
- zRCount: {
- default: 0,
- type: cc.Float,
- tooltip: "z轴正向",
- visible: false,
- serializable: false,
- },
- //记录一次打击,如果通方向就更新最大值
- hitFirst: {
- default: null,
- visible: false,
- serializable: true,
- },
- //锁住hit update 更新情况
- bLock: {
- default: false,
- visible: false,
- serializable: false,
- },
- //定义一个状态字典
- hitState: {
- default: null,
- serializable: false,
- visible: false,
- },
- staticTime: {
- default: 1,
- type: cc.Float,
- serializable: true,
- tooltip: "立柱静止的检测时间"
- },
- bSwing: {
- default: false,
- serializable: true,
- tooltip: "是否摆动"
- },
- showCalorieLabel: {
- default: null,
- type: cc.Label,
- serializable: true
- },
- LCount: {
- default: 0,
- type: cc.Integer,
- tooltip: "左勾拳打击次数",
- visible: false,
- serializable: false,
- },
- RCount: {
- default: 0,
- type: cc.Integer,
- tooltip: "右勾拳打击次数",
- visible: false,
- serializable: false,
- },
- ZCount: {
- default: 0,
- type: cc.Integer,
- tooltip: "直拳打击次数",
- visible: false,
- serializable: false,
- },
- AllCalorie: {
- default: 0,
- type: cc.Integer,
- tooltip: "总共的卡路里",
- visible: false,
- serializable: false,
- },
- AllPower: {
- default: 0,
- type: cc.Integer,
- tooltip: "三次下来的总力量",
- visible: false,
- serializable: false,
- },
- bRAnimation: false,
- bLAnimation: false,
- bMAnimation: false,
- currentLimitValue: {
- default: 8,
- type: cc.Integer,
- tooltip: "限制值",
- visible: false,
- serializable: false,
- },
- currentLimitDireValue: {
- default: 1,
- type: cc.Float,
- tooltip: "角度限制值",
- visible: false,
- serializable: false,
- },
- drawNodeX: {
- default: null,
- type: cc.Node,
- tooltip: "绘制节点",
- },
- drawNodeZ: {
- default: null,
- type: cc.Node,
- tooltip: "绘制Z节点",
- },
- drawNodeY: {
- default: null,
- type: cc.Node,
- tooltip: "绘制Y节点",
- },
- drawNodeLinearX: {
- default: null,
- type: cc.Node,
- tooltip: "绘制节点",
- },
- drawNodeLinearZ: {
- default: null,
- type: cc.Node,
- tooltip: "绘制Z节点",
- },
- drawNodeLinearY: {
- default: null,
- type: cc.Node,
- tooltip: "绘制Y节点",
- },
- drawNodeSqrt: {
- default: null,
- type: cc.Node,
- tooltip: "绘制开平方的节点",
- },
- drawNodeLinearSqrt: {
- default: null,
- type: cc.Node,
- tooltip: "绘制开平方的节点",
- },
- drawNodeOriSqrt: {
- default: null,
- type: cc.Node,
- tooltip: "绘制开平方的节点",
- },
- drawTip: {
- default: null,
- type: cc.Node,
- tooltip: "提示点",
- },
- //X轴的变化数组值
- xAccArray: [],
- xMax: 0,
- maxTimeoutId: null,
- bMaxPause: false,
- xMin: 0,
- minTimeoutId: null,
- bMinPause: false,
- bCalculation: false,
- calTimeout: null,
- //波动判断打击部分
- //记录打击的x 轴数据
- xArray: [],
- //z轴的变化数组值
- zArray: [],
- //更新的下标
- updateIndex: 0,
- //是否正在计算对应的值
- bCalX: false,
- bCalZ: false,
- xDifference: 0,
- zDifference: 0,
- xMaxDifference: 0,
- zMaxDifference: 0,
- xMaxAddCount: 0,
- xAddDifferenceCount: 0,
- zMaxAddCount: 0,
- zAddDifferenceCount: 0,
- hitCountL: 0,
- hitCountZ: 0,
- //是否判断
- bJudging: false,
- //z和x系数转换
- ratio: 0.5,
- //合力计算
- oldResultantDifference: 0,
- resultantDifference: 0,
- bCalResultant: false,
- //最大的差值
- resultantMaxDifference: 0,
- //最大的加速度
- resultantMaxX: 0,
- resultantMaxZ: 0,
- resultantMaxAddCount: 0,
- resultAddDifferenceCount: 0,
- //传感器部分
- sensorHit: false,
- phoneAccIndex: 0,
- BLEAccIndex: 0,
- oldPhoneIndex: 0,
- oldBLEAccIndex: 0,
- alpha: 0,
- beta: 0,
- gamma: 0,
- oldOriAlpha: 0,
- oldOriBeta: 0,
- oldOriGamma: 0,
- oldOriCount: 0,
- jump: false,//是否是跳
- jumpCount: 0,
- runCount: 0,
- bGyroDraw: true,
- bAccDraw: true,
- gyroDrawLabel: {
- default: null,
- type: cc.Label,
- serializable: true,
- },
- accDrawLabel: {
- default: null,
- type: cc.Label,
- serializable: true,
- },
- bGyroLog: false,
- bAccLog: false,
- gyroLogLabel: {
- default: null,
- type: cc.Label,
- serializable: true,
- },
- accLogLabel: {
- default: null,
- type: cc.Label,
- serializable: true,
- },
- rotate: { default: null, type: cc.Node },
- //记录当前数据
- currentGameDataArray: [],
- currentInterval: null,
- currentDataArray: [],
- //是否先手原始数据
- bShowOri: true,
- bShowIndex: 0,
- //游戏节点
- gameNode: {
- default: null,
- type: cc.Node,
- tooltip: "游戏节点",
- },
- axisLabel: {
- default: null,
- type: cc.Label,
- serializable: true,
- },
- isY: true,
- LastMS: 0,
- LastTime: 0,
- /**
- * 融合算法部分使用的参数
- */
- //记录时间
- timestamp: 0,
- //ms转s
- MS2S: 0.001,
- //开始初始化bool
- initState: true,
- // angular speeds from gyro
- gyro: new Array(3),
- // rotation matrix from gyro data
- gyroMatrix: new Array(9),
- // orientation angles from gyro matrix
- gyroOrientation: new Array(3),
- // magnetic field vector
- magnet: new Array(3),
- // accelerometer vector
- accel: new Array(3),
- // orientation angles from accel and magnet
- accMagOrientation: new Array(3),
- // final orientation angles from sensor fusion
- fusedOrientation: new Array(3),
- // accelerometer and magnetometer based rotation matrix
- rotationMatrix: new Array(9),
- /**
- * 波形
- */
- drawX: {
- default: null,
- type: cc.Node,
- tooltip: "绘制X节点",
- },
- },
- onChangeAxis(event) {
- // console.log(event);
- this.isY = event.isChecked
- this.axisLabel.string = this.isY ? 'y' : 'x';
- },
- // LIFE-CYCLE CALLBACKS:
- onLoad() {
- //关闭渲染
- // this.bAccDraw = false;
- window.webView = this;
- this.playerControScript = this.playerContro.getComponent("PlayerController");
- //游戏节点
- if (this.gameNode != null) {
- this.gameScript = this.gameNode.getComponent("game");
- }
- this.hitState = {
- "xLCount": 0,
- "xRCount": 0,
- "zLCount": 0,
- "zRCount": 0
- }
- this.oldxA = 0;
- this.oldzA = 0;
- this.bUpdateOnce = false;
- this.bDelayOnce = false;
- this.lineX = this.drawNodeX.getComponent("line");
- this.lineZ = this.drawNodeZ.getComponent("line");
- this.lineY = this.drawNodeY.getComponent("line");
- this.lineLinearX = this.drawNodeLinearX.getComponent("line");
- this.lineLinearZ = this.drawNodeLinearZ.getComponent("line");
- this.lineLinearY = this.drawNodeLinearY.getComponent("line");
- this.drawXScript = this.drawX.getComponent("heartBeat");
- this.lineSqrt = this.drawNodeSqrt.getComponent("line");
- this.lineSqrtLinear = this.drawNodeLinearSqrt.getComponent("line");
- this.lineOriSqrt = this.drawNodeOriSqrt.getComponent("line");
- this.lineDrawTip = this.drawTip.getComponent("line");
- //判断左右勾拳 z
- this.oldAlpha = 0;
- this.oldGamma = 0;
- this.oldBeta = 0;
- this.xA = 0;
- this.yA = 0;
- this.zA = 0;
- this.bJump = false;
- this.linear_acceleration_z = 0;
- // this.isY = true;
- /**
- * 算法初始参数
- */
- this.gyroOrientation[0] = 0.0;
- this.gyroOrientation[1] = 0.0;
- this.gyroOrientation[2] = 0.0;
- // initialise gyroMatrix with identity matrix
- this.gyroMatrix[0] = 1.0; this.gyroMatrix[1] = 0.0; this.gyroMatrix[2] = 0.0;
- this.gyroMatrix[3] = 0.0; this.gyroMatrix[4] = 1.0; this.gyroMatrix[5] = 0.0;
- this.gyroMatrix[6] = 0.0; this.gyroMatrix[7] = 0.0; this.gyroMatrix[8] = 1.0;
- this.schedule(() => {
- this.calculateFusedOrientationTask();
- }, 0.03, 0, 1)
- },
- start() {
- // 卡曼尔滤波
- this.x_0 = mVector([0]);
- this.P_0 = mMatrix([[1]]);
- this.F_k = mMatrix([[1]]);
- this.Q_k = mMatrix([[0.1]]);
- this.KM = new KalmanModel(this.x_0, this.P_0, this.F_k, this.Q_k);
- // console.log(this.KM);
- this.z_k = mVector([1]);
- this.H_k = mMatrix([[1]]);
- this.R_k = mMatrix([[4]]);
- this.KO = new KalmanObservation(this.z_k, this.H_k, this.R_k);
- // for (var i = 0; i < 100; i++) {
- // let _temp = 0.5 + Math.random();
- // _temp *= 9.8;
- // if (i == 30)
- // _temp = 60;
- // if(i == 31)
- // _temp = -70;
- // if (i > 50) {
- // _temp = -100;
- // }
- // this.z_k = mVector([_temp]);
- // this.KO.z_k = this.z_k;
- // this.KM.update(this.KO);
- // console.log(this.KM.x_k.elements[0], i, _temp);
- // this.lineZ.onUpdateIndex();
- // this.lineZ.onUpdateDraw(this.KM.x_k.elements[0]);
- // }
- this.rotate.angle = 90;
- this.actionJump = new ActionJump();
- this.actionJump.addEventListener('resultant', (e) => {
- // console.log(e.type);
- if (e.type == 'jump') {
- this.jumpCount++;
- this.playerControScript.onJumpCount(this.jumpCount);
- // this.lineSqrt.onUpdateDrawFromColor(e.value, cc.Color.RED, 5);
- this.bJump = true;
- } else if (e.type == 'peakOfWave') {
- if (this.bAccDraw) {
- this.lineSqrt.onUpdateDrawLastValueFromColor(e.oldValue, cc.Color.WHITE, 5, e.lastIndex);
- }
- } else if (e.type == 'valleyOfWave') {
- if (this.bAccDraw) {
- this.lineSqrt.onUpdateDrawLastValueFromColor(e.oldValue, cc.Color.BLUE, 5, e.lastIndex);
- }
- } else if (e.type == 'curAngle') {
- // this.playerControScript.onHandleState(e.value);
- if (e.value > 0) {
- this.rotate.angle = 180;
- this.playerControScript.leftJump();
- } else {
- this.rotate.angle = 0;
- this.playerControScript.rightJump();
- }
- } else if (e.type == 'rotate') {
- // if (allOGyroValue > 0) {
- // console.log('right:', allOGyroValue);
- // } else {
- // console.log('left:', allOGyroValue);
- // }
- } else if (e.type == 'stateDataOfJump') {
- console.log('stateDataOfJump:', JSON.stringify(e));
- // this.event.trigger('resultant', {
- // type: "stateDataOfJump",
- // currentMaxValue: _frameMaxValue,
- // currentMinValue: _frameMinValue,
- // peakOfWaveMaxValue: this.peakOfWaveMaxValue,
- // valleyOfWaveMinValue: this.valleyOfWaveMinValue,
- // oGyroValue: _frameGyroValue,
- // resultant: resultant,
- // tempIndex: i, //触发了多少次
- // name: "highestCountEnd"
- // });
- console.log(Math.abs(e.currentMaxValue) > Math.abs(e.currentMinValue) ? "左方向" : "右方向");
- console.log(Math.abs(e.oGyroValue) > Math.abs(e.oGyroMinValue) ? "右旋转" : "左旋转");
- if (e.oGyroValue > 1000) {
- this.rotate.angle = 0;
- } else if (e.oGyroMinValue < -1000) {
- this.rotate.angle = 180;
- }
- //发送给game,在game里面处理判断
- // if (this.gameScript)
- // this.gameScript.listenStateDataOfJump(e, this.isY);
- } else if (e.type == 'bUpdateDraw') {
- if (this.bAccDraw) {
- let { lAccX, lAccY, lAccZ } = e.data.linearAcc;
- let { oAccX, oAccY, oAccZ } = e.data.oriAcc;
- // if (lAccX > 0)
- // this.lineX.onUpdateDraw(lAccX);
- // else
- // this.lineX.onUpdateDrawFromColor(lAccX, cc.Color.WHITE, 2);
- // this.lineLinearX.onUpdateDrawFromColor(oAccX, "#00F0FF", 2);
- // this.z_k = mVector([e.linearZ]);
- // this.KO.z_k = this.z_k;
- // this.KM.update(this.KO);
- // // console.log(this.KM.x_k.elements[0], e.linearZ);
- // if (this.KM.x_k.elements[0] > 0)
- // this.lineZ.onUpdateDraw(this.KM.x_k.elements[0]);
- // else
- // this.lineZ.onUpdateDrawFromColor(this.KM.x_k.elements[0], cc.Color.WHITE, 2);
- // if (lAccZ > 0)
- // this.lineZ.onUpdateDraw(lAccZ);
- // else
- // this.lineZ.onUpdateDrawFromColor(lAccZ, cc.Color.WHITE, 2);
- this.lineZ.onUpdateDraw(oAccZ);
- this.lineLinearZ.onUpdateDrawFromColor(lAccZ, "#00F0FF", 2);
- }
- } else if (e.type == 'stop') {
- console.log('stop');
- this.onSaveData(this.currentGameDataArray);
- this.lineX.clear();
- this.lineY.clear();
- this.lineLinearY.clear();
- //
- let tempArray = e.tempDataArray[0];
- for (let i = 0; i < tempArray.length; i++) {
- //绘制读取的数据
- this.lineY.onUpdateIndex();
- this.lineY.onUpdateDraw(tempArray[i].oriAcc.oAccZ);
- this.lineLinearY.onUpdateIndex();
- this.lineLinearY.onUpdateDraw(tempArray[i].linearAcc.lAccZ);
- if (i < 30) {
- this.lineX.onUpdateIndex();
- this.lineX.onUpdateDraw(tempArray[i].oriAcc.oAccZ);
- }
- }
- }
- })
- this.onBind();
- setInterval(() => {
- let ave = this.phoneAccIndex - this.oldPhoneIndex;
- this.playerControScript.onAvePhoneIndex(ave);
- this.oldPhoneIndex = this.phoneAccIndex;
- let ave2 = this.BLEAccIndex - this.oldBLEAccIndex;
- this.playerControScript.onAveBLEIndex(ave2);
- this.oldBLEAccIndex = this.BLEAccIndex;
- }, 1000)
- // for (let i = 0; i < 300; i++) {
- // let box = {};
- // box["acc"] = {
- // ax: -9 * Math.random() + 0.1,
- // ay: -9 * Math.random() + 0.1,
- // az: 9 * Math.random() + 0.1
- // };
- // box["gyro"] = {
- // gx: -9 * Math.random() + 0.1,
- // gy: -9 * Math.random() + 0.1,
- // gz: 9 * Math.random() + 0.1
- // };
- // box["min"] = 0;
- // box["s"] = 0;
- // box["ms"] = 10 * i + 10;
- // this.onBLEBoxUpdate(box);
- // }
- // let index = 0;
- // this.schedule(() => {
- // let box = {};
- // box["acc"] = {
- // ax: -9 * Math.random() + 0.1,
- // ay: -9 * Math.random() + 0.1,
- // az: 9 * Math.random() + 0.1
- // };
- // box["gyro"] = {
- // gx: -9 * Math.random() + 0.1,
- // gy: -9 * Math.random() + 0.1,
- // gz: 9 * Math.random() + 0.1
- // };
- // box["min"] = 0;
- // box["s"] = 0;
- // box["ms"] = 10 * index + 10;
- // index ++ ;
- // this.onBLEBoxUpdate(box);
- // }, 0.03)
- },
- //重置一下,记录的数据
- onResetAccState() {
- console.log("重置 onResetAccState");
- this.hitFirst = null;
- this.bLock = false;
- this.hitState = {
- "xLCount": 0,
- "xRCount": 0,
- "zLCount": 0,
- "zRCount": 0
- }
- },
- onBind() {
- notifyCenter.on('webViewMessage', (data) => {
- let name = data.funName;
- if (name == "onWatchAccelerometer") {
- /**
- * 返回加速计的数据
- * {
- * xAxis
- * yAxis
- * zAxis
- * }
- */
- webView.onUpdateAcc(data);
- } else if (name == "onWatchOrientation") {
- } else if (name == "onDeviceUpdateData") {
- webView.sensorHit = true;
- let gameData = data.gameData;
- // console.log(gameData.data);
- if (gameData.dataType == "Box") {
- webView.onBLEBoxUpdate(gameData.data, true);
- }
- } else if (name == "onDeviceUpdateJson") {
- let gameData = data.gameData;
- if (gameData.dataType == "Json") {
- webView.onBLEJsonUpdate(gameData.data);
- }
- } else if (name == 'saveData') {
- let gameData = data.gameData;
- // console.log("saveData:", gameData.length);
- //停止硬件更新
- webView.onSendWriteBLEDataValue(null, 4);
- let saveArrayData = gameData;
- // for (let i = 0; i < saveArrayData.length; i++) {
- // console.log(saveArrayData[i]);
- // //绘制读取的数据
- // }
- if (this.currentInterval) {
- this.currentInterval = null;
- clearInterval(this.currentInterval);
- }
- let _index = 60;
- let _length = saveArrayData.length - 370;
- // this.currentInterval = setInterval(() => {
- // webView.onBLEBoxUpdate(saveArrayData[_index]);
- // _index++;
- // if (_index >= _length) {
- // clearInterval(this.currentInterval);
- // }
- // }, 0, 0.006)
- for (let i = _index; i < _length; i++) {
- //绘制读取的数据
- webView.onBLEBoxUpdate(saveArrayData[i]);
- }
- this.actionJump.setEndUpdate();
- }
- });
- // 监听蓝牙设备刷新
- uni.postMessage({
- data: {
- funName: "addDeviceUpdateListener",
- gameData: {}
- }
- })
- //监听蓝牙设备刷新
- uni.postMessage({
- data: {
- funName: "addDeviceJsonUpdateListener",
- gameData: {}
- }
- })
- },
- onUnBind() {
- notifyCenter.off('webViewMessage');
- uni.postMessage({
- data: {
- funName: "closeAccelerometer",
- gameData: {}
- }
- })
- uni.postMessage({
- data: {
- funName: "closeOrientation",
- gameData: {}
- }
- })
- },
- //返回一个json对象
- onBLEJsonUpdate(gameData) {
- // console.log("json:", gameData);
- },
- //手柄盒子数据处理
- /**
- * 计算数据不能为 0, gx, gy, gz
- * @param {*} gameData
- * @returns
- */
- onBLEBoxUpdate(gameData, bAdd) {
- //记录最近的500帧原始设备数据
- if (bAdd) {
- if (this.currentGameDataArray.length <= 500) {
- this.currentGameDataArray.push(gameData);
- } else {
- this.currentGameDataArray.shift();
- this.currentGameDataArray.push(gameData);
- }
- }
- // console.log(gameData);
- //********传感器数值********
- let { ax, ay, az } = gameData.acc;
- let { gx, gy, gz } = gameData.gyro;
- let { min, s, ms } = gameData;
- // //更新
- // //更新Accl
- // this.accel = [ax, ay, az];
- // this.calculateAccMagOrientation();
- // //更新计算gyro
- // this.gyroFunction([gx, gy, gz], ms);
- //更新index
- if (this.bAccDraw) {
- // this.lineX.onUpdateIndex();
- this.lineZ.onUpdateIndex();
- // this.lineY.onUpdateIndex();
- this.lineLinearX.onUpdateIndex();
- // this.lineLinearY.onUpdateIndex();
- this.lineLinearZ.onUpdateIndex();
- this.lineSqrt.onUpdateIndex();
- this.lineOriSqrt.onUpdateIndex();
- // if (this.bGyroDraw) {
- // this.lineX.onUpdateDrawOriBeta(gx);
- // this.lineX.onUpdateDrawOriGamma(gy);
- // this.lineX.onUpdateDrawOriAlpha(gz);
- // this.lineOriSqrt.onUpdateDraw(oriNew);
- // }
- // this.playerControScript.updateOriSqrt(oriNew);
- }
- // var msGap = ms - this.LastMS;
- // if (msGap < 0) {
- // msGap += 1000;
- // }
- // this.LastMS = ms;
- // let _ax = gameData.acc.ax * 10;
- // let _ay = gameData.acc.ay * 10;
- // let _az = gameData.acc.az * 10;
- // //低通滤波分离重力
- // let curTime = new Date().getTime();
- // let alpha = 1000 / (1000 + msGap); // 0.8;
- // this.LastTime = curTime;
- // this.xA = alpha * this.xA + (1 - alpha) * _ax;
- // this.yA = alpha * this.yA + (1 - alpha) * _ay;
- // this.zA = alpha * this.zA + (1 - alpha) * _az;
- //高通滤波获取线性速度
- // let linear_acceleration_x = _ax - this.xA;
- // let linear_acceleration_y = _ay - this.yA;
- // let linear_acceleration_z = _az - this.zA;
- // let _temp = {
- // oriAcc: {
- // oAccX: _ax,
- // oAccY: _ay,
- // oAccZ: _az
- // },
- // linearAcc: {
- // lAccX: linear_acceleration_x,
- // lAccY: linear_acceleration_y,
- // lAccZ: linear_acceleration_z
- // },
- // gravityAcc: {
- // gravityX: this.xA,
- // gravityY: this.yA,
- // gravityZ: this.zA
- // },
- // bLimitRebound: false,
- // resultant: Math.sqrt(_ax * _ax
- // + _ay * _ay + _az * _az),
- // runIndex: this.BLEAccIndex,
- // //陀螺仪
- // oriGyro: {
- // oGyroX: gx,
- // oGyroY: gy,
- // oGyroZ: gz
- // },
- // //输入当前轴
- // bYAxis: this.isY,
- // };
- gameData.BLEAccIndex = this.BLEAccIndex;
- gameData.bYAxis = this.isY;
- this.actionJump.updateJump(gameData);
- // this.currentDataArray.push(_temp);
- // this.drawXScript.addPoint(_temp.oriAcc.oAccX);
- if (this.bAccDraw) {
- //显示
- // this.playerControScript.updateAcc({ xAxis: _ax, yAxis: _ay, zAxis: _az });
- // this.playerControScript.updateAcc({ xAxis: deltaVector[0], yAxis: deltaVector[1], zAxis: deltaVector[2] });
- // this.playerControScript.updateStr(deltaVector[3]);
- // this.playerControScript.updateAcc({ xAxis: this.gyroOrientation[0], yAxis: this.gyroOrientation[1], zAxis: this.gyroOrientation[2] });
- // this.playerControScript.updateSqrt(_temp.resultant);
- this.lineOriSqrt.onUpdateDraw(gy);
- }
- // if (this.bAccDraw) {
- // this.lineSqrt.onUpdateDraw(_temp.resultant);
- // }
- // if (this.bAccLog) {
- // console.log("acc:" + JSON.stringify(gameData.acc));
- // }
- this.playerControScript.updateBLEIndex(this.BLEAccIndex);
- if (this.BLEAccIndex > 150) {
- this.onClear();
- this.bJump = false;
- }
- this.BLEAccIndex++;
- this.oldxA = this.xA;
- },
- onClear() {
- // this.lineX.clear();
- this.lineZ.clear();
- // this.lineY.clear();
- this.lineLinearX.clear();
- // this.lineLinearY.clear();
- this.lineLinearZ.clear();
- this.lineSqrt.clear();
- this.lineOriSqrt.clear();
- this.BLEAccIndex = 0;
- this.oldBLEAccIndex = 0;
- this.currentDataArray = [];
- this.rotate.angle = 90;
- },
- onSendWriteBLEData() {
- uni.postMessage({
- data: {
- funName: "writeBLEConnectionValue",
- gameData: {
- value: this.playerControScript.writeValue
- }
- }
- })
- },
- onSendWriteBLEDataValue(event, data) {
- console.log(data);
- this.onClear();
- this.bJump = false;
- uni.postMessage({
- data: {
- funName: "writeBLEConnectionValue",
- gameData: {
- value: data
- }
- }
- })
- console.log(this.gyroMatrix);
- console.log(this.gyroMatrix.length);
- },
- onSaveData(data) {
- uni.postMessage({
- data: {
- funName: "saveData",
- gameData: {
- value: data
- }
- }
- })
- },
- onGetData() {
- uni.postMessage({
- data: {
- funName: "getData",
- gameData: {}
- }
- })
- },
- onOnlySendWriteBLEDataValue(event, data) {
- console.log(data);
- uni.postMessage({
- data: {
- funName: "writeBLEConnectionValue",
- gameData: {
- value: data
- }
- }
- })
- },
- //在app 端输出log
- onLog(str) {
- uni.postMessage({
- data: {
- funName: "log",
- gameData: str
- }
- })
- },
- onChangeAccDraw() {
- console.log("this.bAccDraw", this.bAccDraw);
- this.bAccDraw = !this.bAccDraw;
- this.accDrawLabel.string = this.bAccDraw ? "关闭渲染加速计" : "开启渲染加速计";
- },
- onChangeGyroDraw() {
- this.bGyroDraw = !this.bGyroDraw;
- this.gyroDrawLabel.string = this.bGyroDraw ? "关闭渲染陀螺仪" : "开启渲染陀螺仪";
- },
- onShowAccLog() {
- this.bAccLog = !this.bAccLog;
- this.accLogLabel.string = this.bAccLog ? "关闭加速计日志" : "开启加速计日志";
- },
- onShowGyroLog() {
- this.bGyroLog = !this.bGyroLog;
- this.gyroLogLabel.string = this.bGyroLog ? "关闭陀螺仪日志" : "开启陀螺仪日志";
- },
- onSlideEvent(data) {
- this.bShowIndex = data.progress;
- this.onUpdateShowData(this.bShowIndex);
- },
- onSwitchData(data) {
- // console.log(data.node);
- this.bShowOri = data.isChecked;
- data.node.getChildByName('label').getComponent(cc.Label).string = this.bShowOri ? '原始数据' : '线性加速度';
- this.onUpdateShowData(this.bShowIndex);
- },
- onUpdateShowData(_progress) {
- let _length = this.currentDataArray.length;
- let index = Math.ceil(_progress * _length);
- let _data = this.currentDataArray[index - 1 < 0 ? 0 : index - 1];
- let currentX = _data.oriAcc.x;
- let currentZ = _data.oriAcc.z;
- let currentY = _data.oriAcc.y;
- if (!this.bShowOri) {
- currentX = _data.linearAcc.ax;
- currentZ = _data.linearAcc.az;
- currentY = _data.linearAcc.ay;
- }
- //显示
- this.playerControScript.updateAcc({ xAxis: currentX, yAxis: currentY, zAxis: currentZ });
- this.playerControScript.updateSqrt(_data.resultant);
- this.lineDrawTip.drawCicleFromIndex(index);
- },
- /**
- *
- * 处理陀螺仪数据
- *
- */
- getRotationVectorFromGyro(gyroValues, deltaRotationVector, timeFactor) {
- // console.log("gyroValues:", gyroValues);
- let EPSILON = 0.001;
- let normValues = new Array(3);;
- // Calculate the angular speed of the sample
- let omegaMagnitude = Math.sqrt(gyroValues[0] * gyroValues[0] +
- gyroValues[1] * gyroValues[1] +
- gyroValues[2] * gyroValues[2]);
- // Normalize the rotation vector if it's big enough to get the axis
- if (omegaMagnitude > EPSILON) {
- normValues[0] = gyroValues[0] / omegaMagnitude;
- normValues[1] = gyroValues[1] / omegaMagnitude;
- normValues[2] = gyroValues[2] / omegaMagnitude;
- }
- // Integrate around this axis with the angular speed by the timestep
- // in order to get a delta rotation from this sample over the timestep
- // We will convert this axis-angle representation of the delta rotation
- // into a quaternion before turning it into the rotation matrix.
- let thetaOverTwo = omegaMagnitude * timeFactor;
- let sinThetaOverTwo = Math.sin(thetaOverTwo);
- let cosThetaOverTwo = Math.cos(thetaOverTwo);
- // console.log(sinThetaOverTwo, "==", normValues[0]);
- deltaRotationVector[0] = sinThetaOverTwo * normValues[0];
- deltaRotationVector[1] = sinThetaOverTwo * normValues[1];
- deltaRotationVector[2] = sinThetaOverTwo * normValues[2];
- deltaRotationVector[3] = cosThetaOverTwo;
- },
- /** Helper function to convert a rotation vector to a rotation matrix.
- * Given a rotation vector (presumably from a ROTATION_VECTOR sensor), returns a
- * 9 or 16 element rotation matrix in the array R. R must have length 9 or 16.
- * If R.length == 9, the following matrix is returned:
- * <pre>
- * / R[ 0] R[ 1] R[ 2] \
- * | R[ 3] R[ 4] R[ 5] |
- * \ R[ 6] R[ 7] R[ 8] /
- *</pre>
- * If R.length == 16, the following matrix is returned:
- * <pre>
- * / R[ 0] R[ 1] R[ 2] 0 \
- * | R[ 4] R[ 5] R[ 6] 0 |
- * | R[ 8] R[ 9] R[10] 0 |
- * \ 0 0 0 1 /
- *</pre>
- * @param rotationVector the rotation vector to convert
- * @param R an array of floats in which to store the rotation matrix
- */
- getRotationMatrixFromVector(R, rotationVector) {
- let q0;
- let q1 = rotationVector[0];
- let q2 = rotationVector[1];
- let q3 = rotationVector[2];
- if (rotationVector.length >= 4) {
- q0 = rotationVector[3];
- } else {
- q0 = 1 - q1 * q1 - q2 * q2 - q3 * q3;
- q0 = (q0 > 0) ? Math.sqrt(q0) : 0;
- }
- let sq_q1 = 2 * q1 * q1;
- let sq_q2 = 2 * q2 * q2;
- let sq_q3 = 2 * q3 * q3;
- let q1_q2 = 2 * q1 * q2;
- let q3_q0 = 2 * q3 * q0;
- let q1_q3 = 2 * q1 * q3;
- let q2_q0 = 2 * q2 * q0;
- let q2_q3 = 2 * q2 * q3;
- let q1_q0 = 2 * q1 * q0;
- if (R.length == 9) {
- R[0] = 1 - sq_q2 - sq_q3;
- R[1] = q1_q2 - q3_q0;
- R[2] = q1_q3 + q2_q0;
- R[3] = q1_q2 + q3_q0;
- R[4] = 1 - sq_q1 - sq_q3;
- R[5] = q2_q3 - q1_q0;
- R[6] = q1_q3 - q2_q0;
- R[7] = q2_q3 + q1_q0;
- R[8] = 1 - sq_q1 - sq_q2;
- } else if (R.length == 16) {
- R[0] = 1 - sq_q2 - sq_q3;
- R[1] = q1_q2 - q3_q0;
- R[2] = q1_q3 + q2_q0;
- R[3] = 0.0;
- R[4] = q1_q2 + q3_q0;
- R[5] = 1 - sq_q1 - sq_q3;
- R[6] = q2_q3 - q1_q0;
- R[7] = 0.0;
- R[8] = q1_q3 - q2_q0;
- R[9] = q2_q3 + q1_q0;
- R[10] = 1 - sq_q1 - sq_q2;
- R[11] = 0.0;
- R[12] = R[13] = R[14] = 0.0;
- R[15] = 1.0;
- }
- },
- matrixMultiplication(A, B) {
- let result = new Array(9);
- result[0] = A[0] * B[0] + A[1] * B[3] + A[2] * B[6];
- result[1] = A[0] * B[1] + A[1] * B[4] + A[2] * B[7];
- result[2] = A[0] * B[2] + A[1] * B[5] + A[2] * B[8];
- result[3] = A[3] * B[0] + A[4] * B[3] + A[5] * B[6];
- result[4] = A[3] * B[1] + A[4] * B[4] + A[5] * B[7];
- result[5] = A[3] * B[2] + A[4] * B[5] + A[5] * B[8];
- result[6] = A[6] * B[0] + A[7] * B[3] + A[8] * B[6];
- result[7] = A[6] * B[1] + A[7] * B[4] + A[8] * B[7];
- result[8] = A[6] * B[2] + A[7] * B[5] + A[8] * B[8];
- return result;
- },
- /**
- * Computes the device's orientation based on the rotation matrix.
- * <p>
- * When it returns, the array values are as follows:
- * <ul>
- * <li>values[0]: <i>Azimuth</i>, angle of rotation about the -z axis.
- * This value represents the angle between the device's y
- * axis and the magnetic north pole. When facing north, this
- * angle is 0, when facing south, this angle is π.
- * Likewise, when facing east, this angle is π/2, and
- * when facing west, this angle is -π/2. The range of
- * values is -π to π.</li>
- * <li>values[1]: <i>Pitch</i>, angle of rotation about the x axis.
- * This value represents the angle between a plane parallel
- * to the device's screen and a plane parallel to the ground.
- * Assuming that the bottom edge of the device faces the
- * user and that the screen is face-up, tilting the top edge
- * of the device toward the ground creates a positive pitch
- * angle. The range of values is -π to π.</li>
- * <li>values[2]: <i>Roll</i>, angle of rotation about the y axis. This
- * value represents the angle between a plane perpendicular
- * to the device's screen and a plane perpendicular to the
- * ground. Assuming that the bottom edge of the device faces
- * the user and that the screen is face-up, tilting the left
- * edge of the device toward the ground creates a positive
- * roll angle. The range of values is -π/2 to π/2.</li>
- * </ul>
- * <p>
- * Applying these three rotations in the azimuth, pitch, roll order
- * transforms an identity matrix to the rotation matrix passed into this
- * method. Also, note that all three orientation angles are expressed in
- * <b>radians</b>.
- *
- * @param R
- * rotation matrix see {@link #getRotationMatrix}.
- *
- * @param values
- * an array of 3 floats to hold the result.
- *
- * @return The array values passed as argument.
- *
- * @see #getRotationMatrix(float[], float[], float[], float[])
- * @see GeomagneticField
- */
- getOrientation(R, values) {
- /*
- * 4x4 (length=16) case:
- * / R[ 0] R[ 1] R[ 2] 0 \
- * | R[ 4] R[ 5] R[ 6] 0 |
- * | R[ 8] R[ 9] R[10] 0 |
- * \ 0 0 0 1 /
- *
- * 3x3 (length=9) case:
- * / R[ 0] R[ 1] R[ 2] \
- * | R[ 3] R[ 4] R[ 5] |
- * \ R[ 6] R[ 7] R[ 8] /
- *
- */
- if (R.length == 9) {
- values[0] = Math.atan2(R[1], R[4]);
- values[1] = Math.asin(-R[7]);
- values[2] = Math.atan2(-R[6], R[8]);
- } else {
- values[0] = Math.atan2(R[1], R[5]);
- values[1] = Math.asin(-R[9]);
- values[2] = Math.atan2(-R[8], R[10]);
- }
- return values;
- },
- getRotationMatrixFromOrientation(o) {
- let xM = new Array(9);
- let yM = new Array(9);
- let zM = new Array(9);
- let sinX = Math.sin(o[1]);
- let cosX = Math.cos(o[1]);
- let sinY = Math.sin(o[2]);
- let cosY = Math.cos(o[2]);
- let sinZ = Math.sin(o[0]);
- let cosZ = Math.cos(o[0]);
- // rotation about x-axis (pitch)
- xM[0] = 1.0; xM[1] = 0.0; xM[2] = 0.0;
- xM[3] = 0.0; xM[4] = cosX; xM[5] = sinX;
- xM[6] = 0.0; xM[7] = -sinX; xM[8] = cosX;
- // rotation about y-axis (roll)
- yM[0] = cosY; yM[1] = 0.0; yM[2] = sinY;
- yM[3] = 0.0; yM[4] = 1.0; yM[5] = 0.0;
- yM[6] = -sinY; yM[7] = 0.0; yM[8] = cosY;
- // rotation about z-axis (azimuth)
- zM[0] = cosZ; zM[1] = sinZ; zM[2] = 0.0;
- zM[3] = -sinZ; zM[4] = cosZ; zM[5] = 0.0;
- zM[6] = 0.0; zM[7] = 0.0; zM[8] = 1.0;
- // rotation order is y, x, z (roll, pitch, azimuth)
- let resultMatrix = this.matrixMultiplication(xM, yM);
- resultMatrix = this.matrixMultiplication(zM, resultMatrix);
- return resultMatrix;
- },
- calculateAccMagOrientation() {
- // magnet
- if (this.getRotationMatrix(this.rotationMatrix, null, this.accel, [1, 1, 1])) {
- this.getOrientation(this.rotationMatrix, this.accMagOrientation);
- }
- // this.getOrientation(this.rotationMatrix, this.accel);
- },
- getRotationMatrix(R, I, gravity, geomagnetic) {
- // TODO: move this to native code for efficiency
- let Ax = gravity[0];
- let Ay = gravity[1];
- let Az = gravity[2];
- let normsqA = (Ax * Ax + Ay * Ay + Az * Az);
- let g = 9.81;
- let freeFallGravitySquared = 0.01 * g * g;
- if (normsqA < freeFallGravitySquared) {
- // gravity less than 10% of normal value
- return false;
- }
- let Ex = geomagnetic[0];
- let Ey = geomagnetic[1];
- let Ez = geomagnetic[2];
- let Hx = Ey * Az - Ez * Ay;
- let Hy = Ez * Ax - Ex * Az;
- let Hz = Ex * Ay - Ey * Ax;
- let normH = Math.sqrt(Hx * Hx + Hy * Hy + Hz * Hz);
- if (normH < 0.1) {
- // device is close to free fall (or in space?), or close to
- // magnetic north pole. Typical values are > 100.
- return false;
- }
- let invH = 1.0 / normH;
- Hx *= invH;
- Hy *= invH;
- Hz *= invH;
- let invA = 1.0 / Math.sqrt(Ax * Ax + Ay * Ay + Az * Az);
- Ax *= invA;
- Ay *= invA;
- Az *= invA;
- let Mx = Ay * Hz - Az * Hy;
- let My = Az * Hx - Ax * Hz;
- let Mz = Ax * Hy - Ay * Hx;
- if (R != null) {
- if (R.length == 9) {
- R[0] = Hx; R[1] = Hy; R[2] = Hz;
- R[3] = Mx; R[4] = My; R[5] = Mz;
- R[6] = Ax; R[7] = Ay; R[8] = Az;
- } else if (R.length == 16) {
- R[0] = Hx; R[1] = Hy; R[2] = Hz; R[3] = 0;
- R[4] = Mx; R[5] = My; R[6] = Mz; R[7] = 0;
- R[8] = Ax; R[9] = Ay; R[10] = Az; R[11] = 0;
- R[12] = 0; R[13] = 0; R[14] = 0; R[15] = 1;
- }
- }
- if (I != null) {
- // compute the inclination matrix by projecting the geomagnetic
- // vector onto the Z (gravity) and X (horizontal component
- // of geomagnetic vector) axes.
- let invE = 1.0 / Math.sqrt(Ex * Ex + Ey * Ey + Ez * Ez);
- let c = (Ex * Mx + Ey * My + Ez * Mz) * invE;
- let s = (Ex * Ax + Ey * Ay + Ez * Az) * invE;
- if (I.length == 9) {
- I[0] = 1; I[1] = 0; I[2] = 0;
- I[3] = 0; I[4] = c; I[5] = s;
- I[6] = 0; I[7] = -s; I[8] = c;
- } else if (I.length == 16) {
- I[0] = 1; I[1] = 0; I[2] = 0;
- I[4] = 0; I[5] = c; I[6] = s;
- I[8] = 0; I[9] = -s; I[10] = c;
- I[3] = I[7] = I[11] = I[12] = I[13] = I[14] = 0;
- I[15] = 1;
- }
- }
- return true;
- },
- gyroFunction(gyroValues, timeMs) {
- // don't start until first accelerometer/magnetometer orientation has been acquired
- if (this.accMagOrientation == null)
- return;
- // initialisation of the gyroscope based rotation matrix
- if (this.initState) {
- let initMatrix = new Array(9);
- initMatrix = this.getRotationMatrixFromOrientation(this.accMagOrientation);
- let test = new Array(3);
- this.getOrientation(initMatrix, test);
- this.gyroMatrix = this.matrixMultiplication(this.gyroMatrix, initMatrix);
- this.initState = false;
- }
- // copy the new gyro values into the gyro array
- // convert the raw gyro data into a rotation vector
- let deltaVector = new Array(4);
- // if (this.timestamp != 0) {
- // }
- let dT = (timeMs - this.timestamp) * this.MS2S;
- this.gyro = [];
- gyroValues.forEach((item) => this.gyro.push(item));
- this.getRotationVectorFromGyro(this.gyro, deltaVector, dT / 2.0);
- // measurement done, save current time for next interval
- this.timestamp = timeMs;
- // convert rotation vector into rotation matrix
- let deltaMatrix = new Array(9);
- // console.log("deltaVector1:" + deltaVector);
- // console.log("deltaMatrix1:" + deltaMatrix);
- this.getRotationMatrixFromVector(deltaMatrix, deltaVector);
- // console.log("deltaVector2:" + deltaVector);
- // console.log("deltaMatrix2:" + deltaMatrix);
- // apply the new rotation interval on the gyroscope based rotation matrix
- this.gyroMatrix = this.matrixMultiplication(this.gyroMatrix, deltaMatrix);
- // console.log(this.gyroMatrix);
- // console.log(this.gyroMatrix.length);
- // get the gyroscope based orientation from the rotation matrix
- this.getOrientation(this.gyroMatrix, this.gyroOrientation);
- },
- /**
- * 主要计算
- */
- calculateFusedOrientationTask() {
- let FILTER_COEFFICIENT = 0.98;
- let oneMinusCoeff = 1.0 - FILTER_COEFFICIENT;
- this.fusedOrientation[0] =
- FILTER_COEFFICIENT * this.gyroOrientation[0]
- + oneMinusCoeff * this.accMagOrientation[0];
- this.fusedOrientation[1] =
- FILTER_COEFFICIENT * this.gyroOrientation[1]
- + oneMinusCoeff * this.accMagOrientation[1];
- this.fusedOrientation[2] =
- FILTER_COEFFICIENT * this.gyroOrientation[2]
- + oneMinusCoeff * this.accMagOrientation[2];
- // overwrite gyro matrix and orientation with fused orientation
- // to comensate gyro drift
- this.gyroMatrix = this.getRotationMatrixFromOrientation(this.fusedOrientation);
- // System.arraycopy(fusedOrientation, 0, gyroOrientation, 0, 3);
- this.gyroOrientation = [];
- this.fusedOrientation.forEach((item) => this.gyroOrientation.push(item));
- }
- });
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