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@@ -666,10 +666,17 @@ public class o09Axis
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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 Quaternion Qua;
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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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}
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o0Project.Variance HardwareVarianceGyr = new o0Project.Variance(1000);
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@@ -687,8 +694,10 @@ public class o09Axis
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public float z;
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long TimeGapOld;
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- o0Aien.o0SigmoidIntegrationFilterVector3 AccFilter = new o0Aien.o0SigmoidIntegrationFilterVector3(0.2f,1);
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- o0Aien.o0SigmoidIntegrationFilterVector3 MagFilter = new o0Aien.o0SigmoidIntegrationFilterVector3(0.2f,1);
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+ //o0Aien.o0SigmoidIntegrationFilterVector3 AccFilter = new o0Aien.o0SigmoidIntegrationFilterVector3(0.2f, 1);
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+ //o0Aien.o0SigmoidIntegrationFilterVector3 MagFilter = new o0Aien.o0SigmoidIntegrationFilterVector3(0.2f,1);
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+ o0Aien.o0WeightedAverageFilterVector3 AccFilter = new o0Aien.o0WeightedAverageFilterVector3(20);
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+ o0Aien.o0WeightedAverageFilterVector3 MagFilter = new o0Aien.o0WeightedAverageFilterVector3(20);
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// o0Aien.o0SigmoidIntegrationFilterVector3 AccFilter = new o0Aien.o0SigmoidIntegrationFilterVector3(5.2f,5);
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// o0Aien.o0SigmoidIntegrationFilterVector3 MagFilter = new o0Aien.o0SigmoidIntegrationFilterVector3(5.2f,5);
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/////////////////////g degree/ms
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@@ -698,9 +707,9 @@ public class o09Axis
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//Debug.Log(TimeGapOld);
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var Acc = this.AccOld;
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- var Gyr = this.GyrOld;
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+ var Gyr = (this.GyrOld + GyrOld)/2;
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var Mag = this.MagOld;
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- float TimeGap = (TimeGapOld + this.TimeGapOld) / 2;
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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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@@ -712,21 +721,24 @@ public class o09Axis
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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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- /*
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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.AccSmooth = Vector3.Slerp(Last.AccSmooth, Acc, 0.3f);
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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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+
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+ /*
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state.Acc = Last.Acc;
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AccFilter.Update(ref state.Acc, Acc);
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- // state.Acc = Vector3.Lerp(Acc, state.Acc,0.99);
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-
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state.Gyr = Gyr;
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- // state.Gyr = Quaternion.Lerp(ref state.Gyr, Gyr,0.01);
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-
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state.Mag = Last.Mag;
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- MagFilter.Update(ref state.Mag, Mag);
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- // state.Mag = Quaternion.Slerp(this.MagOld,state.Mag,0.99);
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- //Debug.Log(TimeGap);
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+ MagFilter.Update(ref state.Mag, Mag);/**/
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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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@@ -787,29 +799,30 @@ public class o09Axis
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// //Debug.Log(Vector3.Angle(Mag, Last.Mag));
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// double MagVariance = Math.Max(3.5, Math.Pow((Mag.magnitude - 1) / 1 * MagLengthToAngle, 4) + Math.Pow(Vector3.Angle(Mag, Last.Mag) * 0.07, 2));
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- double GyrVariance = Last.Variance + 0.00000002331017 * TimeGap + Math.Pow((Gyr * TimeGap).magnitude , 2) * 0.04;// 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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+ double GyrVariance = Last.Variance + 0.00000002331017 * TimeGap + Math.Pow((Gyr * TimeGap).magnitude, 2) * 0.04;// 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(0.01, Math.Pow((Acc.magnitude - 9.8) / 9.8 * AccLengthToAngle, 4) + Math.Pow(Math.Max(Gyr.magnitude, Vector3.Angle(Acc, Last.Acc) / TimeGap), 2) * 400);
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//double AccVariance = Math.Max(0.01, Math.Pow(Math.Max(Gyr.magnitude, Vector3.Angle(Acc, Last.Acc) / TimeGap), 2) * 1000);
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- double MagVariance = Math.Max(3.5, Math.Pow((Mag.magnitude - 1) / 1 * MagLengthToAngle, 4) + Math.Pow(Vector3.Angle(Mag, Last.Mag), 2) * 0.005);
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+ double MagVariance = Math.Max(3.5, Math.Pow((Mag.magnitude - 1) / 1 * MagLengthToAngle, 4) + Math.Pow(Vector3.Angle(Mag, Last.Mag), 2) * 0.005);/**/
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+
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+ double GyrVariance = Last.Variance + 0.00000002331017 * TimeGap + Math.Pow((Gyr * TimeGap).magnitude, 2) * 0.1;// 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(0.01, Math.Pow((Acc.magnitude - 9.8) / 9.8 * AccLengthToAngle, 4) + Math.Pow(Math.Max(Gyr.magnitude, Vector3.Angle(Acc, Last.Acc) / TimeGap), 2) * 20);
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+ //double AccVariance = Math.Max(0.01, Math.Pow(Math.Max(Gyr.magnitude, Vector3.Angle(Acc, Last.Acc) / TimeGap), 2) * 1000);
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+ double MagVariance = Math.Max(3.5, Math.Pow((Mag.magnitude - 1) / 1 * MagLengthToAngle, 4) + Math.Pow(Vector3.Angle(Mag, Last.Mag), 2) * 0.005);/**/
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/*
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- Tester?[1].DrawLine(TimeGap / 100f, new Color(0, 0, 1));
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- Tester?[2].DrawLine((int)(Last.Variance / 90), new Color(0, 0, 0));
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- double GyrVariance = Last.Variance + Math.Max(0.00000002331017 * TimeGap, Math.Pow((Gyr * TimeGap).magnitude * 0.001f, 2));// 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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- //Debug.Log(Math.Max(0.00000002331017 * TimeGap, Math.Pow((Gyr * TimeGap).magnitude * 0.001f, 2)));
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- Tester?[6].DrawLine((Gyr * TimeGap).magnitude * 0.05f / 90, new Color(0, 0, 0));
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- double AccVariance = Vector3.Angle(Acc, Last.Acc) < 0.01 ? 0.0012f : 99999;
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- //double AccVariance = Math.Max(0.0012f, Math.Pow((Acc.magnitude - 9.8) / 9.8 * AccLengthToAngle, 2) + Math.Pow(Vector3.Angle(Acc, Last.Acc) * 0.8, 2));
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- //Debug.Log(Vector3.Angle(Mag, Last.Mag));
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- double MagVariance = Vector3.Angle(Mag, Last.Mag) < 5 && Vector3.Angle(Mag, Last.Mag) != 0 ? 3.5 : 99999;/**/
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- //double MagVariance = Math.Max(3.5f, Math.Pow((Mag.magnitude - 1) / 1 * MagLengthToAngle, 2) + Math.Pow(Vector3.Angle(Mag, Last.Mag) * 0.05, 2));
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- //Debug.Log(MagVariance);
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+ double GyrVariance = Last.Variance + (Gyr * TimeGap).magnitude;// 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(0.01, Math.Pow((Acc.magnitude - 9.8) / 9.8 * AccLengthToAngle, 4) + Math.Max(Gyr.magnitude, Vector3.Angle(Acc, Last.Acc) / TimeGap) * 100);
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+ //double AccVariance = Math.Max(0.01, Math.Pow(Math.Max(Gyr.magnitude, Vector3.Angle(Acc, Last.Acc) / TimeGap), 2) * 1000);
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+ double MagVariance = Math.Max(3.5, Math.Pow((Mag.magnitude - 1) / 1 * MagLengthToAngle, 4) + Vector3.Angle(Mag, Last.Mag) * 100);/**/
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+
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+
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+
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+
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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 = state.Variance * MagVariance / (state.Variance + MagVariance);
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- //Debug.Log(state.Variance);
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- //Debug.Log(TextTester[0]);
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- // TextTester[0].text = "Variance:" + state.Variance;
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+
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+
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TextTester[1].text = "GyrVariance:" + GyrVariance;
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TextTester[2].text = "StaticGyrVariance:" + 0.00000002331017 * TimeGap;
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TextTester[3].text = "MothonGyrVariance:" + Math.Pow((Gyr * TimeGap).magnitude * 0.07, 2);
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@@ -828,7 +841,7 @@ public class o09Axis
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Debug.Log(Gyr);
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}/**/
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- var quaAccMag = o0Project.o0.FormQuaternion(AccIdentity, MagIdentity, Acc, Mag, (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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@@ -839,7 +852,8 @@ public class o09Axis
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// state.Qua = Gyrwit.transform.localRotation;
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- state.Qua = AccVariance < MagVariance ? o0Project.o0.FormQuaternion(quaFirst, AccIdentity, Acc, (float)quaSecondRate) : o0Project.o0.FormQuaternion(quaFirst, MagIdentity, Mag, (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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+ state.QuaSmooth = Quaternion.Slerp(Last.QuaSmooth, state.Qua, 0.3f);
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// state.Qua = Quaternion.Lerp(state.Qua, state.Qua,0.99);
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// state.Qua = Quaternion.Slerp(state.Qua, state.Qua,0.99);
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//Tester?[0].DrawLine(TimeGap / 200, new Color(1, 0, 0));
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@@ -861,7 +875,16 @@ public class o09Axis
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TextTester[12].text = "x轴角度:\n" + (Mathf.Atan(upV.y / upV.z) / Mathf.PI * 180 + (upV.z < 0 ? 90:270));
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TextTester[13].text = "y轴角度:\n" + (Mathf.Atan(frontV.z / frontV.x) / Mathf.PI * 180+(frontV.x < 0 ? 90:270));
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TextTester[14].text = "z轴角度:\n" + (Mathf.Atan(upV.y / upV.x) / Mathf.PI * 180 + (upV.x < 0 ? 90:270));
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- return state.Qua;
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+
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+
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+ Tester?[0].DrawLine(Vector3.Angle(Last.Acc, state.Acc) / 3f, new Color(0, 0, 1));
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+ Tester?[1].DrawLine(Vector3.Angle(Last.AccSmooth, state.AccSmooth) / 3f, new Color(0, 0, 1));
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+ Tester?[3].DrawLine(Vector3.Angle(Last.Mag, state.Mag) / 3f, new Color(0, 0, 1));
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+ Tester?[4].DrawLine(Vector3.Angle(Last.MagSmooth, state.MagSmooth) / 3f, new Color(0, 0, 1));
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+ Tester?[6].DrawLine(Quaternion.Angle(Last.Qua, state.Qua) / 3f, new Color(0, 0, 1));
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+ Tester?[7].DrawLine(Quaternion.Angle(Last.QuaSmooth, state.QuaSmooth) / 3f, new Color(0, 0, 1));
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+
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+ return state.QuaSmooth;
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}
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public void SetIdentity()
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