using System; using UnityEngine; using System.Collections.Generic; using System.Linq; using UnityEngine.UI; using Newtonsoft.Json; /* 瞄准处理器 */ public class AimHandler : MonoBehaviour { Transform controlObj { get { if (CameraToLook.ins) { return CameraToLook.ins.transform; } return null; } } [SerializeField] Button SetIdentityButton; [SerializeField] Button MagCalibrationButton; [SerializeField] Button GyrCalibrationButton; [SerializeField] Text MagScaleText; [SerializeField] Text GyrScaleText; //椭圆对象 [SerializeField] Ellipse ellipseScript; [SerializeField] GameObject AccObj; [SerializeField] GameObject MagObj; [SerializeField] GameObject AccMesh; [SerializeField] GameObject GryMesh; [SerializeField] GameObject MagMesh; [SerializeField] GameObject AMesh; [SerializeField] Transform DebugTexts; [SerializeField] Transform DrawImage; long TimeGap = default; Vector3 Acc = default; Vector3 Gyr = default; Vector3 Mag = default; o09Axis _9Axis = new o09Axis(); Vector3 cMaxVector = new Vector3(0,0,0); Vector3 cMinVector = new Vector3(0, 0, 0); public o0MagneticCalibraterEllipsoidFitting MagCalibrater; o0GyrCalibrater GyrCalibrater; //陀螺仪校准进度记录 public int gyrCalibrateCompleteCount = 0; public int gyrCalibrateTotalCount = 300; long msOld = 0; public static AimHandler ins; void Start() { ins = this; BluetoothDispatcher.aim = OnDataReceived; //初始化 _9Axis.LoadIdentity(); _9Axis.AccMesh = AccMesh; _9Axis.GryMesh = GryMesh; _9Axis.MagMesh = MagMesh; for (var i = 0; i < 9; ++i) { _9Axis.Tester.Add(DrawImage.Find(i.ToString()).gameObject.AddComponent()); } for (var i = 0; i < 15; ++i) { _9Axis.TextTester.Add(DebugTexts.transform.Find("Text" + i.ToString()).gameObject.GetComponent()); } if (SetIdentityButton) { SetIdentityButton.onClick.AddListener(DoIdentity); } try { string magDataStr = PlayerPrefs.GetString("o0MagneticCalibrater"); MagCalibrater = JsonConvert.DeserializeObject(magDataStr); } catch(Exception) { MagCalibrater = null; } if (MagCalibrater == null) { MagCalibrater = new o0MagneticCalibraterEllipsoidFitting(); } if (MagCalibrationButton) { MagCalibrationButton.onClick.AddListener(delegate { CalibrateMag(!MagCalibrater.Calibration); }); } try { string gyrDataStr = PlayerPrefs.GetString("o0GyrCalibrater"); GyrCalibrater = JsonConvert.DeserializeObject(gyrDataStr); if (GyrCalibrater._Average != Vector3.zero) GyrScaleText.text = "已校准"; } catch(Exception) { GyrCalibrater = null; } if (GyrCalibrater == null) { GyrCalibrater = new o0GyrCalibrater(); } if (GyrCalibrationButton) { GyrCalibrationButton.onClick.AddListener(delegate() { CalibrateGyr(!GyrCalibrater.Calibration); }); } } public void CalibrateGyr(bool calibration) { try { GyrCalibrater.Calibration = calibration; if (calibration) { GyrCalibrationButton.GetComponentInChildren().text = "停止陀螺仪校准"; } else { GyrCalibrationButton.GetComponentInChildren().text = "开始陀螺仪校准"; PlayerPrefs.SetString("o0GyrCalibrater", JsonConvert.SerializeObject(GyrCalibrater)); } } catch (Exception e) { Debug.LogError(e.Message); } } [NonSerialized] public bool isCalibrateMagPerfect = false; public void CalibrateMag(bool calibration) { try { if (calibration) { MagCalibrater.Calibration = calibration; MagCalibrationButton.GetComponentInChildren().text = "停止地磁计校准"; this.cMaxVector = new Vector3(float.MinValue, float.MinValue, float.MinValue); this.cMinVector = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue); this.ellipseScript.ellipseTran.gameObject.SetActive(false); } else { List list = MagCalibrater.getRecords(); //停止校准时候,看看数组值 float maxDistance = 0f,ratio = 1f; Vector3 maxVector3 = new Vector3(0,0,0); List endRecords = new List(); foreach (Vector3 i in list) { Vector3 v = i - MagCalibrater._Center; if (Math.Abs(v.magnitude) > maxDistance) { maxVector3 = v; maxDistance = Math.Abs(v.magnitude); if(Math.Abs(v.magnitude) < Math.Abs(MagCalibrater._Radius.magnitude)) ratio = Math.Abs(v.magnitude) / Math.Abs(MagCalibrater._Radius.magnitude); else ratio = Math.Abs(MagCalibrater._Radius.magnitude) / Math.Abs(v.magnitude); } } Debug.LogWarning(maxDistance + " == " + Math.Abs(MagCalibrater._Radius.magnitude) + " == " + MagCalibrater._Radius + " = " + maxVector3); //如果比例效果不理想。可以设置为ratio=0.5f foreach (Vector3 i in list) { //- MagCalibrater._Center Vector3 v = i ; v *= ratio; if(endRecords.Count>3000) { endRecords.RemoveAt(0); } endRecords.Add(v); } this.ellipseScript.ClearAndUpdatePointArray(); // this.ellipseScript.DrawPointCloud(endRecords); MagCalibrater.Calibration = calibration; this.ellipseScript.ellipseTran.gameObject.SetActive(true); //绘制椭圆形 if (MagCalibrater._Radius != this.ellipseScript.ellipseTran.localScale) { this.ellipseScript.setEllipseLocalScaleAndCenter(MagCalibrater._Radius, MagCalibrater._Center * ratio); //设置绘制图像相机的对应位置 this.ellipseScript.setCameraPos(MagCalibrater._Center * ratio); this.ellipseScript.setCameraSize(MagCalibrater._Radius); } MagCalibrationButton.GetComponentInChildren().text = "开始地磁计校准"; PlayerPrefs.SetString("o0MagneticCalibrater", JsonConvert.SerializeObject(MagCalibrater)); #region jc-看校准是否完美,求Records方差 if (list == null || list.Count == 0) isCalibrateMagPerfect = false; else { float sumV = 0; float[] listArray = new float[list.Count]; for (int i = 0; i < list.Count; i++) { listArray[i] = MagCalibrater.Update(list[i]).magnitude; sumV += listArray[i]; } float avarageV = sumV / listArray.Length; float varianceV = 0; foreach (float vvv in listArray) { varianceV += Mathf.Pow(vvv - avarageV, 2); } varianceV /= listArray.Length; isCalibrateMagPerfect = varianceV < 0.001; Debug.Log("jc-地磁校准方差=" + varianceV); PopupMgr.ins.ShowTip("地磁校准方差 = " + varianceV); } #endregion } } catch (Exception e) { Debug.LogError(e.Message); } } //转换读取的数据,无符号->有符号 float TwoByteToFloat(byte b1, byte b2) { ushort twoByte = (ushort) (b1 * 256 + b2); short shortNum = (short) twoByte; return (float) shortNum; } public void OnDataReceived(byte[] bytes) { // Debug.Log("瞄准模块数据长度" + bytes.Length); if (bytes.Length != 27) { if (bytes.Length == 2) { if (bytes[0] == 0x66 && bytes[1] == 0x31) { if (SB_EventSystem.ins && SB_EventSystem.ins.simulateMouseIsAwaked) { //鼠标居中 SB_EventSystem.ins.MakeMouseToScreenCenter(); } //视角回正 DoIdentity(); } else if (bytes[0] == 0x66 && bytes[1] == 0x32) { if (SB_EventSystem.ins) { //唤起/隐藏虚拟鼠标 SB_EventSystem.ins.AwakenSimulateMouse(); } } else if (bytes[1] == 10) { //显示电量 DeviceBatteryView.ins.RenderBattery(1, bytes[0]); } } else if (bytes[0] == 0x5b) { if (SB_EventSystem.ins && SB_EventSystem.ins.simulateMouseIsAwaked) { //点击鼠标 SB_EventSystem.ins.ClickMouse(); } else { //红外射击检测 ShootCheck.ins.ShootByInfrared(bytes); } } return; } if (bytes[7] == 0 && bytes[8] == 0 && bytes[9] == 0 && bytes[10] == 0 && bytes[11] == 0 && bytes[12] == 0) return; if (bytes[19] == 0 && bytes[20] == 0 && bytes[21] == 0 && bytes[22] == 0 && bytes[23] == 0 && bytes[24] == 0) return; if (ban9AxisCalculate) //如果箭射出后禁止九轴计算,就缓存最新几帧九轴数据 { if (cached9AxisFrames.Count < 3) { cached9AxisFrames.Enqueue(bytes); } else { cached9AxisFrames.Dequeue(); cached9AxisFrames.Enqueue(bytes); } return; } float ax = TwoByteToFloat(bytes[7], bytes[8]); float ay = TwoByteToFloat(bytes[9], bytes[10]); float az = TwoByteToFloat(bytes[11], bytes[12]); float roll = TwoByteToFloat(bytes[13], bytes[14]); float pitch = TwoByteToFloat(bytes[15], bytes[16]); float yaw = TwoByteToFloat(bytes[17], bytes[18]); float x = TwoByteToFloat(bytes[19], bytes[20]); float y = TwoByteToFloat(bytes[21], bytes[22]); float z = TwoByteToFloat(bytes[23], bytes[24]); float mxr = TwoByteToFloat(bytes[20], bytes[19]); float myr = TwoByteToFloat(bytes[22], bytes[21]); float mzr = TwoByteToFloat(bytes[24], bytes[23]); if (CommonConfig.devicePlan == 0) { Acc = new Vector3(-az, ay, -ax) / 32768 * 16; Gyr = new Vector3(yaw, -pitch, roll) / 32768 * 2; Mag = new Vector3(-z, y, x) / 32768 * 256; //旧版 } else if (CommonConfig.devicePlan == 1) { Acc = new Vector3(ax, ay, az) / 32768 * 16; Gyr = new Vector3(roll, pitch, yaw) / 32768 * 2; Mag = new Vector3(z, x, -y) / 32768 * 256;//第一个6+3硬件 } else if (CommonConfig.devicePlan == 2) { Acc = new Vector3(-az, ax, -ay) / 32768 * 16; Gyr = new Vector3(-yaw, roll, -pitch) / 32768 * 2; Mag = new Vector3(mzr, mxr, -myr) / 32768 * 256;//第二个6+3硬件 } AccObj.transform.GetChild(0).localPosition = Acc; Gyr = GyrCalibrater.Update(Gyr); if (GyrCalibrater.Calibration) { if (gyrCalibrateCompleteCount < gyrCalibrateTotalCount) { gyrCalibrateCompleteCount++; } } if (GyrScaleText && GyrCalibrater.Calibration) { GyrScaleText.text = "" + (_9Axis.getGyrOld() * 1000000).ToString(); } if(Mag.x > -128 && Mag.y > -128 && Mag.z > -128 && Mag.x < 128 && Mag.y < 128 && Mag.z < 128) { //绘制地磁计点 if (MagCalibrater.Calibration) { this.ellipseScript.AddAndUpdatePointArray(Mag); if (Mag.x > cMaxVector.x) cMaxVector.x = Mag.x; if (Mag.y > cMaxVector.y) cMaxVector.y = Mag.y; if (Mag.z > cMaxVector.z) cMaxVector.z = Mag.z; if (Mag.x < cMinVector.x) cMinVector.x = Mag.x; if (Mag.y < cMinVector.y) cMinVector.y = Mag.y; if (Mag.z < cMinVector.z) cMinVector.z = Mag.z; //设置绘制图像相机的对应位置 this.ellipseScript.setCameraPos((this.cMaxVector + this.cMinVector)/2); this.ellipseScript.setCameraSize(this.cMaxVector - this.cMinVector); } Mag = MagCalibrater.Update(Mag); if (MagScaleText) { MagScaleText.text = MagCalibrater._Radius.ToString(); } } MagObj.transform.GetChild(0).localPosition = Mag; var ms = (((long)bytes[1]) *60 + bytes[2])*1000 + (long)TwoByteToFloat(bytes[3], bytes[4]); if(msOld == default) { msOld = ms; return; } TimeGap = ms - msOld; msOld = ms; AMesh.transform.localRotation = newRotation = _9Axis.update(Acc * 10, Gyr, Mag, TimeGap); if (BowQuatDebug.ins) BowQuatDebug.ins.ShowModuleQuat(newRotation.eulerAngles); if (SB_EventSystem.ins && SB_EventSystem.ins.simulateMouseIsAwaked) { SB_EventSystem.ins.MoveSimulateMouse(newRotation); } } [NonSerialized] public bool lerpForRotation = true; [NonSerialized] public float lerpTimeRate = 7; public void Update() { if (controlObj && !ban9AxisCalculate) { if (lerpForRotation) { controlObj.localRotation = Quaternion.Lerp(controlObj.localRotation, newRotation, Time.deltaTime * lerpTimeRate); } else { controlObj.localRotation = newRotation; } } } private bool ban9AxisCalculate = false; private Queue cached9AxisFrames = new Queue(); public void Ban9AxisCalculate(bool ban) { ban9AxisCalculate = ban; if (!ban) { //恢复九轴计算时,把缓存的最新几帧计算了 while (cached9AxisFrames.Count > 0) { try { OnDataReceived(cached9AxisFrames.Dequeue()); } catch (Exception) { } } //立马应用到控制物体中 if (controlObj) controlObj.localRotation = newRotation; } } Quaternion newRotation = Quaternion.identity; public void DoIdentity() { _9Axis.SetIdentityAndSave(); Quaternion qua = _9Axis.getLastState().Qua; newRotation = qua; if (controlObj) controlObj.localRotation = qua; } }