using System; using System.Collections.Generic; using System.Linq; using UnityEngine; //旧版算法 public class o09AxisCS { static public Vector3 AccIdentity = new Vector3(0, -1, 0); static public Vector3 MagIdentity = new Vector3(-1, 2, 0).normalized; public class State { public long TimeGap; public Vector3 Acc = AccIdentity; public Vector3 AccSmooth = AccIdentity; public double AccVariance = 1; public Vector3 Gyr; public Vector3 Mag = MagIdentity; public Vector3 MagSmooth = MagIdentity; public Quaternion Qua = Quaternion.identity; public Quaternion QuaSmooth = Quaternion.identity; 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); public List States = new List(); public Vector3 AccOld; public Vector3 GyrOld; public Vector3 MagOld; public float x; public float y; public float z; long TimeGapOld; o0Aien.o0WeightedAverageFilterVector3 AccFilter = new o0Aien.o0WeightedAverageFilterVector3(5); o0Aien.o0WeightedAverageFilterVector3 MagFilter = new o0Aien.o0WeightedAverageFilterVector3(10); public Quaternion update(Vector3 AccOld, Vector3 GyrOld, Vector3 MagOld, long TimeGapOld) { o0UIRawImageTester.UpdateAllOffset(); var Acc = this.AccOld; var Gyr = (this.GyrOld + GyrOld)/2; var Mag = this.MagOld; float TimeGap = this.TimeGapOld; 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.AccSmooth = AccFilter.Update(Acc); state.Gyr = Gyr; state.Mag = Mag;/**/ state.MagSmooth = MagFilter.Update(Mag); if (States.Count <=1) return Quaternion.identity; 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 + Math.Pow((Gyr * TimeGap).magnitude * 0.3,3);// 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((Gyr * TimeGap).magnitude, Vector3.Angle(state.AccSmooth, Last.AccSmooth)) * 1 + Math.Pow(Math.Abs(state.AccSmooth.magnitude - 9.8) / 9.8 * AccLengthToAngle,4); double MagVariance = Math.Max((Gyr * TimeGap).magnitude, Vector3.Angle(state.MagSmooth, Last.MagSmooth)) * 1 + Math.Pow(Math.Abs(state.MagSmooth.magnitude - 1) / 1 * MagLengthToAngle,4);/**/ state.Variance = GyrVariance; state.Variance = state.Variance * (AccVariance+ MagVariance) / (state.Variance + (AccVariance + MagVariance)); if (double.IsNaN(GyrVariance)) GyrVariance = double.MinValue; if (double.IsNaN(AccVariance)) AccVariance = double.MinValue; if (double.IsNaN(MagVariance)) MagVariance = double.MinValue; if (double.IsNaN(state.Variance)) state.Variance = double.MinValue; var quaAccMag = o0Project.o0.FormQuaternion(AccIdentity, MagIdentity, state.AccSmooth, state.MagSmooth, (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; if (float.IsNaN(quaFirst.w)) quaFirst = Last.Qua; var quaSecondRate = (quaMaxRate - quaMinRate) / (1 - quaMinRate); state.Qua = AccVariance < MagVariance ? o0Project.o0.FormQuaternion(quaFirst, AccIdentity, state.AccSmooth, (float)quaSecondRate) : o0Project.o0.FormQuaternion(quaFirst, MagIdentity, state.MagSmooth, (float)quaSecondRate); if (float.IsNaN(state.Qua.w)) state.Qua = Last.Qua;/**/ state.QuaSmooth = Quaternion.Slerp(Last.QuaSmooth, state.Qua, 0.3f); var frontV = Last.Qua * Vector3.forward; var upV = Last.Qua * Vector3.up; x = (Mathf.Atan(upV.y / upV.z) / Mathf.PI * 180 + (upV.z < 0 ? 90:270)); y = (Mathf.Atan(frontV.z / frontV.x) / Mathf.PI * 180+(frontV.x < 0 ? 90:270)); z = (Mathf.Atan(upV.y / upV.x) / Mathf.PI * 180 + (upV.x < 0 ? 90:270)); return state.Qua; } public void SetIdentity() { Quaternion qua = default; AccIdentity = AccOld; MagIdentity = MagOld; qua = o0Project.o0.FormQuaternion(Quaternion.identity, Vector3.up,AccIdentity, 1); AccIdentity=qua*AccIdentity; MagIdentity = qua*MagIdentity; States.Last().Qua = Quaternion.identity; // States.Last().Qua = qua*States.Last().Qua;//Quaternion.identity; States.Last().Variance = 0.0000001; } public State getLastState() { return this.States.Last(); } public Vector3 getGyrOld() { return GyrOld; } public void DeleteStatesFromTail(int count) { if (count <= 0 || States.Count == 0) return; States = States.GetRange(0, States.Count - count <= 0 ? 1 : States.Count - count); } public void SetAccMagVariance(double value) { States.Last().AccVariance = value; States.Last().Variance = value; } }