using UnityEngine; public class o09AxisCSBridge { // o09AxisCS o09AxisCS = new o09AxisCS(); // public Quaternion Update_f(Vector3 AccOld, Vector3 GyrOld, Vector3 MagOld, long TimeGapOld) { // return o09AxisCS.update(AccOld, GyrOld, MagOld, TimeGapOld); // } // public void SetIdentity() { // o09AxisCS.SetIdentity(); // } // public Vector3 GetGyrOld_f() { // return o09AxisCS.getGyrOld(); // } // public o09Axis.State GetLastState_f() { // o09AxisCS.State s = o09AxisCS.getLastState(); // o09Axis.State state = new o09Axis.State(); // state.TimeGap = System.Convert.ToInt32(s.TimeGap); // state.Acc = s.Acc; // state.AccSmooth = s.AccSmooth; // state.AccVariance = (float) s.AccVariance; // state.Gyr = s.Gyr; // state.Mag = s.Mag; // state.MagSmooth = s.MagSmooth; // state.Qua = s.Qua; // state.QuaSmooth = s.QuaSmooth; // state.Variance = (float) s.Variance; // return state; // } // public Vector3 GetAccIdentity_f() { // return o09AxisCS.AccIdentity; // } // public Vector3 GetMagIdentity_f() { // return o09AxisCS.MagIdentity; // } // public void SetAccIdentity(o09Axis.Vector3D value) { // o09AxisCS.AccIdentity.x = (float) value.x; // o09AxisCS.AccIdentity.y = (float) value.y; // o09AxisCS.AccIdentity.z = (float) value.z; // } // public void SetMagIdentity(o09Axis.Vector3D value) { // o09AxisCS.MagIdentity.x = (float) value.x; // o09AxisCS.MagIdentity.y = (float) value.y; // o09AxisCS.MagIdentity.z = (float) value.z; // } }