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@@ -3,6 +3,7 @@ using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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+//旧版算法
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public class o09AxisCS
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{
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static public Vector3 AccIdentity = new Vector3(0, -1, 0);
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@@ -12,19 +13,14 @@ public class o09AxisCS
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public long TimeGap;
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public Vector3 Acc = AccIdentity;
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public Vector3 AccSmooth = AccIdentity;
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+ public double AccVariance = 1;
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public Vector3 Gyr;
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public Vector3 Mag = MagIdentity;
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public Vector3 MagSmooth = MagIdentity;
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public Quaternion Qua = Quaternion.identity;
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public Quaternion QuaSmooth = Quaternion.identity;
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- public double GyrVariance = 1;
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- public double AccVariance = 1;
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- public double MagVariance = 1;
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- public Quaternion QuaAccMag = Quaternion.identity;
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- public int QuaAccMagCount = 0;
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- public double AccMagVariance = 1;
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- public double TotalVariance = 1;
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+ public double Variance = 1;
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}
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o0Project.Variance HardwareVarianceGyr = new o0Project.Variance(1000);
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@@ -42,32 +38,37 @@ public class o09AxisCS
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public float z;
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long TimeGapOld;
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- o0Aien.o0WeightedAverageFilterVector3 AccFilter = new o0Aien.o0WeightedAverageFilterVector3(1);
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- o0Aien.o0WeightedAverageFilterVector3 MagFilter = new o0Aien.o0WeightedAverageFilterVector3(1);
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-
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-
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-
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- public UnityEngine.Quaternion update(Vector3 Acc, Vector3 Gyr, Vector3 Mag, long TimeGap)
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+ o0Aien.o0WeightedAverageFilterVector3 AccFilter = new o0Aien.o0WeightedAverageFilterVector3(5);
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+ o0Aien.o0WeightedAverageFilterVector3 MagFilter = new o0Aien.o0WeightedAverageFilterVector3(10);
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+
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+ public Quaternion update(Vector3 AccOld, Vector3 GyrOld, Vector3 MagOld, long TimeGapOld)
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{
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-
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o0UIRawImageTester.UpdateAllOffset();
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+ var Acc = this.AccOld;
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+ var Gyr = (this.GyrOld + GyrOld)/2;
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+ var Mag = this.MagOld;
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+ float TimeGap = this.TimeGapOld;
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+ this.AccOld = AccOld;
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+ this.GyrOld = GyrOld;
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+ this.MagOld = MagOld;
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+ this.TimeGapOld = TimeGapOld;
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var Last = States.LastOrDefault() ?? new State();
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+ if (this.TimeGapOld <= 0)
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+ return Last.Qua;
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States.Add(new State());
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- if (States.Count > 500)
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+ if (States.Count > 200)
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States.RemoveAt(0);
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var state = States.Last();
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state.Acc = Acc;
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state.AccSmooth = AccFilter.Update(Acc);
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-
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- //Debug.Log(Gyr.magnitude);
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-
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+
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state.Gyr = Gyr;
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state.Mag = Mag;/**/
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state.MagSmooth = MagFilter.Update(Mag);
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- if (States.Count <= 1)
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- return UnityEngine.Quaternion.identity;
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+ if (States.Count <=1)
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+ return Quaternion.identity;
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HardwareVarianceGyr.Update((Gyr).magnitude);//每毫秒方差2.331017E-09 度左右 0.00000002331017
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HardwareVarianceAcc.Update(Vector3.Angle(state.Acc, Last.Acc));//方差0.0012度左右
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@@ -75,88 +76,31 @@ public class o09AxisCS
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var LastQuaternion = Last.Qua;
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+ var newQua = new Quaternion();
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+ newQua.eulerAngles = Gyr * TimeGap;
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+ var quaGyr = LastQuaternion * newQua;
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+ double AccLengthToAngle = 5;//1倍引力差相当于多少度方差
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+ double MagLengthToAngle = 5;//1倍磁力差相当于多少度方差
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- var GyrOperator = new UnityEngine.Quaternion();
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- GyrOperator.eulerAngles = Gyr * TimeGap;
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- var quaGyr = LastQuaternion * GyrOperator;
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-
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-
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- //TestVector.Update9AxisRotation(GyrOperator, 1);
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- //TestVector.SetAcc(Acc / 10, 1);
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- //TestVector.SetMag(Mag, 1);
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- var accTest = new UnityEngine.Quaternion();
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- accTest.SetFromToRotation(Last.Acc, Acc);
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- accTest.w *= -1;
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- // TestVector.Update9AxisRotation(accTest, 2);
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- var magTest = new UnityEngine.Quaternion();
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- magTest.SetFromToRotation(Last.Mag, Mag);
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- magTest.w *= -1;
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- // TestVector.Update9AxisRotation(magTest, 3);
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- //TestVector.Set9AxisRotation(Last.Qua, 3);
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+ double GyrVariance = Last.Variance + Math.Pow((Gyr * TimeGap).magnitude * 0.3,3);// 指数4 = 方差2 * 欧拉角旋转误差2 移动导致累计误差
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+ double AccVariance = Math.Max((Gyr * TimeGap).magnitude, Vector3.Angle(state.AccSmooth, Last.AccSmooth)) * 1 + Math.Pow(Math.Abs(state.AccSmooth.magnitude - 9.8) / 9.8 * AccLengthToAngle,4);
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+ double MagVariance = Math.Max((Gyr * TimeGap).magnitude, Vector3.Angle(state.MagSmooth, Last.MagSmooth)) * 1 + Math.Pow(Math.Abs(state.MagSmooth.magnitude - 1) / 1 * MagLengthToAngle,4);/**/
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- double AccLengthToAngle = 360;//1倍引力差相当于多少度方差
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- double MagLengthToAngle = 360;//1倍磁力差相当于多少度方差
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- //double GyrVariance = 1 + Math.Pow((Gyr * TimeGap).magnitude, 0.5);//陀螺仪移动向量
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- double GyrVariance = Math.Pow((Gyr * TimeGap).magnitude + 0.225, 0.5);//陀螺仪移动向量
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- var modelVariance = Math.Pow(0.001 + (Gyr * TimeGap).magnitude * 0.3, 2);
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- double AccVariance = Math.Max(Math.Pow((Gyr * TimeGap).magnitude, 1), 1)
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- + (Math.Abs(state.AccSmooth.magnitude - 1) > 0.1 ? Math.Pow(Math.Abs(state.AccSmooth.magnitude - 1) / 1 * AccLengthToAngle, 4) : 0);
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- double MagVariance = 9
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- + (Math.Abs(state.MagSmooth.magnitude - 1) > 0.1 ? Math.Pow(Math.Abs(state.MagSmooth.magnitude - 1) * MagLengthToAngle, 4) : 0);//指数4其中2是引力2是方差/**/
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- /*
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- double GyrVariance = Math.Pow((Gyr * TimeGap).magnitude + 0.225, 0.5);//陀螺仪移动向量
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- double AccVariance = Math.Pow(Math.Max((Gyr * TimeGap).magnitude, Vector3.Angle(state.AccSmooth, Last.AccSmooth)), 0.5)
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- + (Math.Abs(state.AccSmooth.magnitude - 1) > 0.1 ? Math.Pow(Math.Abs(state.AccSmooth.magnitude - 1) / 1 * AccLengthToAngle, 4) : 0);
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- double MagVariance = Math.Pow(3, 1)
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- + (Math.Abs(state.MagSmooth.magnitude - 1) > 0.1 ? Math.Pow(Math.Abs(state.MagSmooth.magnitude - 1) * MagLengthToAngle, 4) : 0);//指数4其中2是引力2是方差/**/
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+ state.Variance = GyrVariance;
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+ state.Variance = state.Variance * (AccVariance+ MagVariance) / (state.Variance + (AccVariance + MagVariance));
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- //double AccGyrVariance = Last.AccVariance + GyrVariance;
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- //double MagGyrVariance = Last.MagVariance + GyrVariance;// 指数4 = 方差2 * 欧拉角旋转误差2 移动导致累计误差
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-
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- //Debug.Log((Gyr * TimeGap).magnitude * 0.1);
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-
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-
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- //state.MagVariance = MagGyrVariance;
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- //state.MagVariance = state.MagVariance * MagVariance / (state.MagVariance + MagVariance);
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- //state.AccVariance = AccGyrVariance;
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- //state.AccVariance = state.AccVariance * AccVariance / (state.AccVariance + AccVariance);
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-
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- //if (double.IsNaN(MagGyrVariance))
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- // MagGyrVariance = double.MinValue;
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if (double.IsNaN(GyrVariance))
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GyrVariance = double.MinValue;
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if (double.IsNaN(AccVariance))
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AccVariance = double.MinValue;
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if (double.IsNaN(MagVariance))
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MagVariance = double.MinValue;
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- if (double.IsNaN(state.GyrVariance))
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- state.GyrVariance = double.MinValue;
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- if (double.IsNaN(state.AccVariance))
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- state.AccVariance = double.MinValue;
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- if (double.IsNaN(state.MagVariance))
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- state.MagVariance = double.MinValue;
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-
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- /////////////////////////////////////////////////临时代码
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-
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-
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- //var quaAccMag = o0Project.o0.FormQuaternion(AccIdentity, MagIdentity, state.AccSmooth, state.MagSmooth, (float)(AccVariance / (AccVariance + MagVariance)));
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-
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- //var tempQuaGyr = Quaternion.Slerp(Last.QuaSmooth, state.Qua, 0.5f);
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-
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- var quaAccMag = o0Project.o0.FormQuaternion(AccIdentity, MagIdentity, state.AccSmooth, state.MagSmooth, 1);
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- /*
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- if (state.QuaAccMagCount == 0)
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- state.QuaAccMag = quaAccMag;
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- else
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- state.QuaAccMag = Quaternion.Slerp(state.QuaAccMag, quaAccMag, state.QuaAccMagCount / (state.QuaAccMagCount + 1));
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- ++state.QuaAccMagCount;/**/
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+ if (double.IsNaN(state.Variance))
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+ state.Variance = double.MinValue;
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- ///////////////////////////////////////////////////
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- //var quaMagRate = MagGyrVariance / (MagGyrVariance + MagVariance);
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- //var quaAccRate = MagGyrVariance / (MagGyrVariance + MagVariance);
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- /*
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+ var quaAccMag = o0Project.o0.FormQuaternion(AccIdentity, MagIdentity, state.AccSmooth, state.MagSmooth, (float)(AccVariance / (AccVariance + MagVariance)));
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var quaMinRate = GyrVariance / (GyrVariance + Math.Max(AccVariance, MagVariance));
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var quaMaxRate = GyrVariance / (GyrVariance + Math.Min(AccVariance, MagVariance));
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@@ -167,125 +111,39 @@ public class o09AxisCS
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var quaSecondRate = (quaMaxRate - quaMinRate) / (1 - quaMinRate);
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state.Qua = AccVariance < MagVariance ? o0Project.o0.FormQuaternion(quaFirst, AccIdentity, state.AccSmooth, (float)quaSecondRate) : o0Project.o0.FormQuaternion(quaFirst, MagIdentity, state.MagSmooth, (float)quaSecondRate);
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- /**/
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- var AccMagVariance = AccVariance + MagVariance;
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- if (GyrVariance > 2f)
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- {
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- state.AccMagVariance = 25;
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- state.QuaAccMag = quaGyr;
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- }
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- else
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- {
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- state.AccMagVariance = Math.Min(Last.AccMagVariance + Math.Max(GyrVariance - 1.0, 0), 10000);
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- state.QuaAccMag = UnityEngine.Quaternion.Slerp(Last.QuaAccMag, quaAccMag, (float)(state.AccMagVariance / (state.AccMagVariance + AccMagVariance)));
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- state.AccMagVariance = state.AccMagVariance * AccMagVariance / (state.AccMagVariance + AccMagVariance);
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- }
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-
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-
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-
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- //var modelVariance = Math.Max(GyrVariance, 0) * 0.05;
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-
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- state.GyrVariance = Math.Min(Last.GyrVariance + GyrVariance, 10000);
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- //quaGyr = Quaternion.Slerp(Last.QuaSmooth, quaGyr, (float)(state.GyrVariance / (state.GyrVariance + GyrVariance)));
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- state.GyrVariance = state.GyrVariance * GyrVariance / (state.GyrVariance + GyrVariance);
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-
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- //Debug.Log(GyrVariance);
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- /*
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- if (state.AccMagVariance < GyrVariance && 1f > Last.GyrVariance)
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- {
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- Debug.Log("o0 static");
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- quaGyr = Quaternion.Slerp(Last.QuaSmooth, quaGyr, (float)(state.AccMagVariance / (state.AccMagVariance + GyrVariance)));
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- }/**/
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-
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- state.MagVariance = Math.Min(Last.MagVariance + modelVariance, 10000);
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- state.Qua = o0Project.o0.FormQuaternion(quaGyr, MagIdentity, state.MagSmooth, (float)(state.MagVariance / (state.MagVariance + MagVariance)));
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- state.MagVariance = state.MagVariance * MagVariance / (state.MagVariance + MagVariance);
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-
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-
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- state.AccVariance = Math.Min(Last.AccVariance + modelVariance, 10000);
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- state.Qua = o0Project.o0.FormQuaternion(state.Qua, AccIdentity, state.AccSmooth, (float)(state.AccVariance / (state.AccVariance + AccVariance)));
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- state.AccVariance = state.AccVariance * AccVariance / (state.AccVariance + AccVariance);
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- //state.Qua = UnityEngine.Quaternion.Slerp(state.Qua, quaAccMag, (float)(state.AccVariance / (state.AccVariance + AccMagVariance)));
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- //state.AccVariance = state.AccVariance * AccMagVariance / (state.AccVariance + AccMagVariance);
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-
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- ///////////////////////////////////////////////////////////////
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- ///
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- //var AccMagVariance = Math.Sqrt(AccVariance * AccVariance + MagVariance * MagVariance);
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- //state.Qua.eu
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-
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- /*
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- state.TotalVariance = Math.Min(Last.TotalVariance + modelVariance * 0.3, 10000);
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- if (state.TotalVariance > 25)
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- state.TotalVariance = 25;
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- if (state.AccMagVariance < 4)
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- {
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- state.Qua = Quaternion.Slerp(state.Qua, state.QuaAccMag, (float)(state.TotalVariance / (state.TotalVariance + state.AccMagVariance)));
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- state.TotalVariance = state.TotalVariance * state.AccMagVariance / (state.TotalVariance + state.AccMagVariance);
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- }/**/
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-
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-
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- ///////////////////////////////////////////////////////////////
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-
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+
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if (float.IsNaN(state.Qua.w))
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state.Qua = Last.Qua;/**/
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- state.QuaSmooth = UnityEngine.Quaternion.Slerp(Last.QuaSmooth, state.Qua, 0.3f);//Last.QuaSmooth - state.Qua 0 - 1
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+ state.QuaSmooth = Quaternion.Slerp(Last.QuaSmooth, state.Qua, 0.3f);
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var frontV = Last.Qua * Vector3.forward;
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var upV = Last.Qua * Vector3.up;
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- x = (Mathf.Atan(upV.y / upV.z) / Mathf.PI * 180 + (upV.z < 0 ? 90 : 270));
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- y = (Mathf.Atan(frontV.z / frontV.x) / Mathf.PI * 180 + (frontV.x < 0 ? 90 : 270));
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- z = (Mathf.Atan(upV.y / upV.x) / Mathf.PI * 180 + (upV.x < 0 ? 90 : 270));
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-
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+ x = (Mathf.Atan(upV.y / upV.z) / Mathf.PI * 180 + (upV.z < 0 ? 90:270));
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+ y = (Mathf.Atan(frontV.z / frontV.x) / Mathf.PI * 180+(frontV.x < 0 ? 90:270));
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+ z = (Mathf.Atan(upV.y / upV.x) / Mathf.PI * 180 + (upV.x < 0 ? 90:270));
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- //QuaTest[0] = o0Project.o0.FormQuaternion(QuaTest[0] * GyrOperator, AccIdentity, state.AccSmooth, 1);
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- // QuaTest[0] = o0Project.o0.FormQuaternion(AccIdentity, MagIdentity, state.AccSmooth, state.MagSmooth, (float)(AccVariance / (AccVariance + MagVariance)));
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- // QuaTest[1] = state.QuaAccMag;
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- //QuaTest[1] = o0Project.o0.FormQuaternion(QuaTest[1] * GyrOperator, MagIdentity, state.MagSmooth, 1);
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- //Debug.Log(o09AxisCS.QuaTest[0]);
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- return state.QuaSmooth;
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+ return state.Qua;
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}
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public void SetIdentity()
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{
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- //Quaternion qua = default;
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-
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- int averageCount = Math.Max(States.Count, 10);
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- Vector3 aveAcc = Vector3.zero;
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- Vector3 aveMag = Vector3.zero;
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- for (var i = 0; i < averageCount; ++i)
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- {
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- aveAcc += States[i].Acc;
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- aveMag += States[i].Mag;
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- }
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- aveAcc /= averageCount;
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- aveMag /= averageCount;
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- //AccIdentity = AccOld;
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- //MagIdentity = MagOld;
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- AccIdentity = aveAcc;
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- MagIdentity = aveMag;
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- //qua = o0Project.o0.FormQuaternion(Quaternion.identity, Vector3.down,AccIdentity, 1);
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- //AccIdentity=qua*AccIdentity;
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- //MagIdentity = qua*MagIdentity;
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+ Quaternion qua = default;
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+ AccIdentity = AccOld;
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+ MagIdentity = MagOld;
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+ qua = o0Project.o0.FormQuaternion(Quaternion.identity, Vector3.up,AccIdentity, 1);
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+ AccIdentity=qua*AccIdentity;
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+ MagIdentity = qua*MagIdentity;
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States.Last().Qua = Quaternion.identity;
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- States.Last().QuaSmooth = Quaternion.identity;
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- //States.Last().Qua = qua*States.Last().Qua;//Quaternion.identity;
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- States.Last().AccVariance = 0.0000001;
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- States.Last().GyrVariance = 0.0000001;
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- States.Last().MagVariance = 0.0000001;
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- States.Last().QuaAccMag = Quaternion.identity;
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- States.Last().QuaAccMagCount = 0;
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- States.Last().AccMagVariance = 0.0000001;
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- States.Last().TotalVariance = 0.0000001;
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+ // States.Last().Qua = qua*States.Last().Qua;//Quaternion.identity;
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+ States.Last().Variance = 0.0000001;
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}
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- public State getLastState()
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- {
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+ public State getLastState() {
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return this.States.Last();
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}
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- public Vector3 getGyrOld()
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- {
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+ public Vector3 getGyrOld() {
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return GyrOld;
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}
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@@ -293,9 +151,9 @@ public class o09AxisCS
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if (count <= 0 || States.Count == 0) return;
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States = States.GetRange(0, States.Count - count <= 0 ? 1 : States.Count - count);
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}
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-
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+
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public void SetAccMagVariance(double value) {
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States.Last().AccVariance = value;
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- States.Last().MagVariance = value;
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+ States.Last().Variance = value;
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}
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}
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