using ArduinoBluetoothAPI; using System; using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.UI; public class o0Vector3Filter { Vector3 state = default; float Variance = 1; public Vector3 Update(Vector3 v) { if (state == default) return state = v; Variance += 10; float mVariance = 1; state = Vector3.Lerp(state, v, mVariance/ (Variance + mVariance)); Variance = Variance * mVariance / (Variance + mVariance); return state; } } public class o0MagneticCalibraterSimple//默认在无磁干扰环境下,有磁干扰则无法保证效果 { public Vector3 _Center = Vector3.zero; //Vector3 Center = new Vector3(0,0,0); public Vector3 _Radius = new Vector3(2, 2, 2); public o0Project.Vector3f Center { get { return new o0Project.Vector3f(_Center.x, _Center.y, _Center.z); } set { _Center = new Vector3(value.x, value.y, value.z); } } public o0Project.Vector3f Radius { get { return new o0Project.Vector3f(_Radius.x, _Radius.y, _Radius.z); } set { _Radius = new Vector3(value.x, value.y, value.z); } } public o0MagneticCalibraterSimple() { //Calibration = true; } public o0MagneticCalibraterSimple(o0Project.Vector3f Center, o0Project.Vector3f Radius) { this.Center = Center; this.Radius = Radius; } Vector3 Min = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue); Vector3 Max = new Vector3(float.MinValue, float.MinValue, float.MinValue); public bool Calibration { get { return Min != new Vector3(float.MaxValue, float.MaxValue, float.MaxValue) && Max != new Vector3(float.MinValue, float.MinValue, float.MinValue); } set { if (value == true) { Min = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue); Max = new Vector3(float.MinValue, float.MinValue, float.MinValue); } else { Min = default; Max = default; } } } public System.Random r = new System.Random(); public Vector3 Update(Vector3 v) { if (v.magnitude > 30) Debug.Log(v); if (Calibration) { if (Min.x > v.x) Min.x = v.x; if (Min.y > v.y) Min.y = v.y; if (Min.z > v.z) Min.z = v.z; if (Max.x < v.x) Max.x = v.x; if (Max.y < v.y) Max.y = v.y; if (Max.z < v.z) Max.z = v.z; _Center = (Max + Min) / 2; _Radius = (Max - Min) / 2; } v -= _Center; v = new Vector3(v.x / _Radius.x, v.y / _Radius.y, v.z / _Radius.z); return v; } public float CalibratCompletionPercentage() { return 0; } } public class o0MagneticCalibrater//默认在无磁干扰环境下,有磁干扰则无法保证效果 { public Vector3 _Center = Vector3.zero; //Vector3 Center = new Vector3(0,0,0); public Vector3 _Radius = new Vector3(2, 2, 2); public o0Project.Vector3f Center { get { return new o0Project.Vector3f(_Center.x, _Center.y, _Center.z); } set { _Center = new Vector3(value.x, value.y, value.z); } } public o0Project.Vector3f Radius { get { return new o0Project.Vector3f(_Radius.x, _Radius.y, _Radius.z); } set { _Radius = new Vector3(value.x, value.y, value.z); } } public o0MagneticCalibrater() { //Calibration = true; } public o0MagneticCalibrater(o0Project.Vector3f Center, o0Project.Vector3f Radius) { this.Center = Center; this.Radius = Radius; } HashSet Point = default; int PointMaxCount = 50; Dictionary<(Vector3, Vector3), float> Distance = default; public void AddPoint(Vector3 v) { if (Point.Contains(v)) return; foreach (var i in Point) Distance.Add((i, v), Vector3.Distance(v, i)); Point.Add(v); } public void RemovePoint(Vector3 v) { Point.Remove(v); foreach (var i in Point) { Distance.Remove((v, i)); Distance.Remove((i, v)); } } public float TotalDistance(Vector3 v) { float t = 0; foreach (var i in Point) { if (Distance.ContainsKey((i, v))) { t += Distance[(i, v)]; continue; } else if (Distance.ContainsKey((v, i))) { t += Distance[(v, i)]; continue; } } return t; } public Vector3 MinDistancePoint() { Vector3 minV = default; float minD = float.MaxValue; foreach (var i in Point) { float d = TotalDistance(i); if (minV == default || minD > d) { minD = d; minV = i; } } return minV; } public Vector3 RadiusScale() { Vector3 min = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue); Vector3 max = new Vector3(float.MinValue, float.MinValue, float.MinValue); foreach (var i in Point) { if (min.x > i.x) min.x = i.x; if (min.y > i.y) min.y = i.y; if (min.z > i.z) min.z = i.z; if (max.x < i.x) max.x = i.x; if (max.y < i.y) max.y = i.y; if (max.z < i.z) max.z = i.z; } return (max - min) / 2; } public bool Calibration { get { return Distance != null; } set { if (value == true) { Point = new HashSet(); Distance = new Dictionary<(Vector3, Vector3), float>(); } else { Distance = null; } } } public System.Random r = new System.Random(); public Vector3 Update(Vector3 v) { if (v.magnitude > 30) Debug.Log(v); if (Calibration) { AddPoint(v); if (Point.Count > PointMaxCount) { RemovePoint(MinDistancePoint()); _Radius = RadiusScale(); } Vector3 randomV = Point.ElementAt(r.Next(Point.Count)); var scaledCenter = new Vector3(_Center.x / _Radius.x, _Center.y / _Radius.y, _Center.z / _Radius.z); var scaledV = new Vector3(randomV.x / _Radius.x, randomV.y / _Radius.y, randomV.z / _Radius.z); float diff = Vector3.Distance(scaledCenter, scaledV) - 1; scaledCenter += (scaledV - scaledCenter).normalized * diff * 0.1f; _Center = new Vector3(scaledCenter.x * _Radius.x, scaledCenter.y * _Radius.y, scaledCenter.z * _Radius.z); } /* if (diff > 0) { Center -= v * diff; } else { }/**/ //Point.Add(v); //Debug.Log(v.magnitude); v -= _Center; v = new Vector3(v.x / _Radius.x, v.y / _Radius.y, v.z / _Radius.z); return v; } public float CalibratCompletionPercentage() { if (Point == null) return 0; List ScaleDistance = new List(); foreach (var i in Point) { var v = i - _Center; ScaleDistance.Add(new Vector3(v.x / _Radius.x, v.y / _Radius.y, v.z / _Radius.z).magnitude); } while (ScaleDistance.Count < PointMaxCount) ScaleDistance.Add(0); float average = 0; foreach (var i in ScaleDistance) average += i; average /= ScaleDistance.Count; float variance = 0; foreach (var i in ScaleDistance) variance += Mathf.Pow(average - i, 2); variance /= ScaleDistance.Count; return Mathf.Pow((1 - variance / average), 10) * 100; //return variance; } } public class o0GyrCalibrater { public Vector3 _Average = Vector3.zero; public long Count = -1; public bool Calibration { get { return Count != -1; } set { if (value) Count = 0; else Count = -1; } } public o0Project.Vector3f Average { get { return new o0Project.Vector3f(_Average.x, _Average.y, _Average.z); } set { _Average = new Vector3(value.x, value.y, value.z); } } public o0GyrCalibrater() { } public o0GyrCalibrater(o0Project.Vector3f Average) { this.Average = Average; } public Vector3 Update(Vector3 v) { if (Calibration) _Average += (v - _Average) / ++Count; v -= _Average; if (v.magnitude < 0.0002) return Vector3.zero; return v; } } public class o09Axis { static Vector3 AccIdentity = new Vector3(0, -1, 0); static Vector3 MagIdentity = new Vector3(-1, 2, 0).normalized; public class State { public long TimeGap; public Vector3 Acc = AccIdentity; public Vector3 Gyr; public Vector3 Mag = MagIdentity; public Quaternion Qua; public double Variance = 1; } o0Project.Variance HardwareVarianceGyr = new o0Project.Variance(1000); o0Project.Variance HardwareVarianceAcc = new o0Project.Variance(1000); o0Project.Variance HardwareVarianceMag = new o0Project.Variance(1000); List States = new List(); Vector3 AccOld; Vector3 GyrOld; Vector3 MagOld; long TimeGapOld; /////////////////////g degree/ms public Quaternion Update(Vector3 AccOld, Vector3 GyrOld, Vector3 MagOld, long TimeGapOld) { var Acc = this.AccOld; var Gyr = this.GyrOld; var Mag = this.MagOld; float TimeGap = (TimeGapOld + this.TimeGapOld) / 2; this.AccOld = AccOld; this.GyrOld = GyrOld; this.MagOld = MagOld; this.TimeGapOld = TimeGapOld; var Last = States.LastOrDefault() ?? new State(); if (this.TimeGapOld <= 0) return Last.Qua; States.Add(new State()); if (States.Count > 200) States.RemoveAt(0); var state = States.Last(); state.Acc = Acc; state.Gyr = Gyr; state.Mag = Mag; HardwareVarianceGyr.Update((Gyr).magnitude);//每毫秒方差2.331017E-09 度左右 0.00000002331017 HardwareVarianceAcc.Update(Vector3.Angle(state.Acc, Last.Acc));//方差0.0012度左右 HardwareVarianceMag.Update(Vector3.Angle(state.Mag, Last.Mag));//方差3.5度左右 var LastQuaternion = Last.Qua; var newQua = new Quaternion(); newQua.eulerAngles = Gyr * TimeGap; var quaGyr = LastQuaternion * newQua; double AccLengthToAngle = 5;//1倍引力差相当于多少度方差 double MagLengthToAngle = 5;//1倍磁力差相当于多少度方差 double GyrVariance = Last.Variance + 0.00000002331017 * TimeGap + Math.Pow((Gyr * TimeGap).magnitude * 0.03, 2);// 指数4 = 方差2 * 欧拉角旋转误差2 移动导致累计误差 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) * 20, 2)); double MagVariance = Math.Max(3.5, Math.Pow((Mag.magnitude - 1) / 1 * MagLengthToAngle, 4) + Math.Pow(Vector3.Angle(Mag, Last.Mag) * 0.07, 2)); state.Variance = GyrVariance; state.Variance = state.Variance * (AccVariance+ MagVariance) / (state.Variance + (AccVariance + MagVariance)); var quaAccMag = o0Project.o0.FormQuaternion(AccIdentity, MagIdentity, Acc, Mag, (float)(AccVariance / (AccVariance + MagVariance))); var quaMinRate = GyrVariance / (GyrVariance + Math.Max(AccVariance, MagVariance)); var quaMaxRate = GyrVariance / (GyrVariance + Math.Min(AccVariance, MagVariance)); Quaternion quaFirst = Quaternion.Slerp(quaGyr, quaAccMag, (float)quaMinRate).normalized; var quaSecondRate = (quaMaxRate - quaMinRate) / (1 - quaMinRate); state.Qua = AccVariance < MagVariance ? o0Project.o0.FormQuaternion(quaFirst, AccIdentity, Acc, (float)quaSecondRate) : o0Project.o0.FormQuaternion(quaFirst, MagIdentity, Mag, (float)quaSecondRate); return state.Qua; } public void SetIdentity() { AccIdentity = AccOld; MagIdentity = MagOld; States.Last().Qua = Quaternion.identity; States.Last().Variance = 0.0000001; } public void SetIdentityAccordingToRecords() { AccIdentity = Vector3.zero; foreach (var i in States) AccIdentity += i.Acc; AccIdentity /= States.Count; MagIdentity = Vector3.zero; foreach (var i in States) MagIdentity += i.Mag; MagIdentity /= States.Count; States.Last().Qua = Quaternion.identity; States.Last().Variance = 0.0000001; } }