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@@ -5,143 +5,143 @@ using UnityEngine;
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public class o09AxisCS
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public class o09AxisCS
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{
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{
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- static public Vector3 AccIdentity = new Vector3(0, -1, 0);
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- static public Vector3 MagIdentity = new Vector3(-1, 2, 0).normalized;
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- public class State
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- {
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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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-
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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 Variance = 1;
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- }
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-
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- o0Project.Variance HardwareVarianceGyr = new o0Project.Variance(1000);
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- o0Project.Variance HardwareVarianceAcc = new o0Project.Variance(1000);
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- o0Project.Variance HardwareVarianceMag = new o0Project.Variance(1000);
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-
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- public List<State> States = new List<State>();
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-
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- public Vector3 AccOld;
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- public Vector3 GyrOld;
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- public Vector3 MagOld;
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-
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- public float x;
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- public float y;
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- public float z;
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-
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- long TimeGapOld;
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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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+ // static public Vector3 AccIdentity = new Vector3(0, -1, 0);
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+ // static public Vector3 MagIdentity = new Vector3(-1, 2, 0).normalized;
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+ // public class State
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+ // {
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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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+
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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 Variance = 1;
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+ // }
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+
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+ // o0Project.Variance HardwareVarianceGyr = new o0Project.Variance(1000);
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+ // o0Project.Variance HardwareVarianceAcc = new o0Project.Variance(1000);
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+ // o0Project.Variance HardwareVarianceMag = new o0Project.Variance(1000);
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+
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+ // public List<State> States = new List<State>();
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+
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+ // public Vector3 AccOld;
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+ // public Vector3 GyrOld;
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+ // public Vector3 MagOld;
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+
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+ // public float x;
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+ // public float y;
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+ // public float z;
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+
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+ // long TimeGapOld;
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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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- public Quaternion update(Vector3 AccOld, Vector3 GyrOld, Vector3 MagOld, long TimeGapOld)
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- {
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- o0UIRawImageTester.UpdateAllOffset();
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-
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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 > 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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-
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- state.AccSmooth = AccFilter.Update(Acc);
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+ // public Quaternion update(Vector3 AccOld, Vector3 GyrOld, Vector3 MagOld, long TimeGapOld)
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+ // {
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+ // o0UIRawImageTester.UpdateAllOffset();
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+
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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 > 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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+
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+ // state.AccSmooth = AccFilter.Update(Acc);
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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 Quaternion.identity;
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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 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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- HardwareVarianceMag.Update(Vector3.Angle(state.Mag, Last.Mag));//方差3.5度左右
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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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+ // HardwareVarianceMag.Update(Vector3.Angle(state.Mag, Last.Mag));//方差3.5度左右
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- var LastQuaternion = Last.Qua;
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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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+ // 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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+ // 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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- 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 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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- state.Variance = GyrVariance;
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- state.Variance = state.Variance * (AccVariance+ MagVariance) / (state.Variance + (AccVariance + MagVariance));
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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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- 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.Variance))
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- state.Variance = 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.Variance))
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+ // state.Variance = double.MinValue;
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- var quaAccMag = o0Project.o0.FormQuaternion(AccIdentity, MagIdentity, state.AccSmooth, state.MagSmooth, (float)(AccVariance / (AccVariance + MagVariance)));
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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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- Quaternion quaFirst = Quaternion.Slerp(quaGyr, quaAccMag, (float)quaMinRate).normalized;
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- if (float.IsNaN(quaFirst.w))
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- quaFirst = Last.Qua;
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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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+ // Quaternion quaFirst = Quaternion.Slerp(quaGyr, quaAccMag, (float)quaMinRate).normalized;
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+ // if (float.IsNaN(quaFirst.w))
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+ // quaFirst = Last.Qua;
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- var quaSecondRate = (quaMaxRate - quaMinRate) / (1 - quaMinRate);
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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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+ // 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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- if (float.IsNaN(state.Qua.w))
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- state.Qua = Last.Qua;/**/
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- state.QuaSmooth = Quaternion.Slerp(Last.QuaSmooth, state.Qua, 0.3f);
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-
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- var frontV = Last.Qua * Vector3.forward;
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- var upV = Last.Qua * Vector3.up;
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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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-
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- return state.Qua;
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- }
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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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- AccIdentity = AccOld;
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- MagIdentity = MagOld;
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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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- States.Last().Qua = Quaternion.identity;
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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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-
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- public State getLastState() {
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- return this.States.Last();
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- }
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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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+ // if (float.IsNaN(state.Qua.w))
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+ // state.Qua = Last.Qua;/**/
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+ // state.QuaSmooth = Quaternion.Slerp(Last.QuaSmooth, state.Qua, 0.3f);
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+
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+ // var frontV = Last.Qua * Vector3.forward;
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+ // var upV = Last.Qua * Vector3.up;
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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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+
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+ // return state.Qua;
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+ // }
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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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+ // AccIdentity = AccOld;
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+ // MagIdentity = MagOld;
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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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+ // States.Last().Qua = Quaternion.identity;
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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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+
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+ // public State getLastState() {
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+ // return this.States.Last();
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+ // }
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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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}
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}
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