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@@ -0,0 +1,276 @@
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+using System;
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+using System.Collections.Generic;
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+using System.Linq;
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+using UnityEngine;
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+
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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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+ 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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+
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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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+ }
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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(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 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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+
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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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+
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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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+
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+ var LastQuaternion = Last.Qua;
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+
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+
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+
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+ var GyrOperator = new 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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+ 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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+
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+ double GyrVariance = 1 + Math.Pow((Gyr * TimeGap).magnitude, 2);//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)), 2)
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+ + (Math.Abs(state.AccSmooth.magnitude - 9.8) > 0.1 ? Math.Pow(Math.Abs(state.AccSmooth.magnitude - 9.8) / 9.8 * AccLengthToAngle, 4) : 0);
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+ double MagVariance = Math.Pow(3, 2)
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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 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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+
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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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+
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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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+
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+ var quaSecondRate = (quaMaxRate - quaMinRate) / (1 - quaMinRate);
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+
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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 = 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 - 1.1, 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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+ /*
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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 = 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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+
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+
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+
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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 = Quaternion.Slerp(Last.QuaSmooth, state.Qua, 0.3f);//Last.QuaSmooth - state.Qua 0 - 1
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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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+
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+ //QuaTest[0] = o0Project.o0.FormQuaternion(QuaTest[0] * GyrOperator, AccIdentity, state.AccSmooth, 1);
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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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+ }
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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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+ 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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+ }
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+
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+ public State getLastState()
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+ {
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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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+ {
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+ return GyrOld;
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+ }
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+}
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