o09AxisCS.cs 13 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301
  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using UnityEngine;
  5. public class o09AxisCS
  6. {
  7. static public Vector3 AccIdentity = new Vector3(0, -1, 0);
  8. static public Vector3 MagIdentity = new Vector3(-1, 2, 0).normalized;
  9. public class State
  10. {
  11. public long TimeGap;
  12. public Vector3 Acc = AccIdentity;
  13. public Vector3 AccSmooth = AccIdentity;
  14. public Vector3 Gyr;
  15. public Vector3 Mag = MagIdentity;
  16. public Vector3 MagSmooth = MagIdentity;
  17. public Quaternion Qua = Quaternion.identity;
  18. public Quaternion QuaSmooth = Quaternion.identity;
  19. public double GyrVariance = 1;
  20. public double AccVariance = 1;
  21. public double MagVariance = 1;
  22. public Quaternion QuaAccMag = Quaternion.identity;
  23. public int QuaAccMagCount = 0;
  24. public double AccMagVariance = 1;
  25. public double TotalVariance = 1;
  26. }
  27. o0Project.Variance HardwareVarianceGyr = new o0Project.Variance(1000);
  28. o0Project.Variance HardwareVarianceAcc = new o0Project.Variance(1000);
  29. o0Project.Variance HardwareVarianceMag = new o0Project.Variance(1000);
  30. public List<State> States = new List<State>();
  31. public Vector3 AccOld;
  32. public Vector3 GyrOld;
  33. public Vector3 MagOld;
  34. public float x;
  35. public float y;
  36. public float z;
  37. long TimeGapOld;
  38. o0Aien.o0WeightedAverageFilterVector3 AccFilter = new o0Aien.o0WeightedAverageFilterVector3(1);
  39. o0Aien.o0WeightedAverageFilterVector3 MagFilter = new o0Aien.o0WeightedAverageFilterVector3(1);
  40. public UnityEngine.Quaternion update(Vector3 Acc, Vector3 Gyr, Vector3 Mag, long TimeGap)
  41. {
  42. o0UIRawImageTester.UpdateAllOffset();
  43. var Last = States.LastOrDefault() ?? new State();
  44. States.Add(new State());
  45. if (States.Count > 500)
  46. States.RemoveAt(0);
  47. var state = States.Last();
  48. state.Acc = Acc;
  49. state.AccSmooth = AccFilter.Update(Acc);
  50. //Debug.Log(Gyr.magnitude);
  51. state.Gyr = Gyr;
  52. state.Mag = Mag;/**/
  53. state.MagSmooth = MagFilter.Update(Mag);
  54. if (States.Count <= 1)
  55. return UnityEngine.Quaternion.identity;
  56. HardwareVarianceGyr.Update((Gyr).magnitude);//每毫秒方差2.331017E-09 度左右 0.00000002331017
  57. HardwareVarianceAcc.Update(Vector3.Angle(state.Acc, Last.Acc));//方差0.0012度左右
  58. HardwareVarianceMag.Update(Vector3.Angle(state.Mag, Last.Mag));//方差3.5度左右
  59. var LastQuaternion = Last.Qua;
  60. var GyrOperator = new UnityEngine.Quaternion();
  61. GyrOperator.eulerAngles = Gyr * TimeGap;
  62. var quaGyr = LastQuaternion * GyrOperator;
  63. //TestVector.Update9AxisRotation(GyrOperator, 1);
  64. //TestVector.SetAcc(Acc / 10, 1);
  65. //TestVector.SetMag(Mag, 1);
  66. var accTest = new UnityEngine.Quaternion();
  67. accTest.SetFromToRotation(Last.Acc, Acc);
  68. accTest.w *= -1;
  69. // TestVector.Update9AxisRotation(accTest, 2);
  70. var magTest = new UnityEngine.Quaternion();
  71. magTest.SetFromToRotation(Last.Mag, Mag);
  72. magTest.w *= -1;
  73. // TestVector.Update9AxisRotation(magTest, 3);
  74. //TestVector.Set9AxisRotation(Last.Qua, 3);
  75. double AccLengthToAngle = 360;//1倍引力差相当于多少度方差
  76. double MagLengthToAngle = 360;//1倍磁力差相当于多少度方差
  77. //double GyrVariance = 1 + Math.Pow((Gyr * TimeGap).magnitude, 0.5);//陀螺仪移动向量
  78. double GyrVariance = Math.Pow((Gyr * TimeGap).magnitude + 0.225, 0.5);//陀螺仪移动向量
  79. var modelVariance = Math.Pow(0.001 + (Gyr * TimeGap).magnitude * 0.3, 2);
  80. double AccVariance = Math.Max(Math.Pow((Gyr * TimeGap).magnitude, 1), 1)
  81. + (Math.Abs(state.AccSmooth.magnitude - 1) > 0.1 ? Math.Pow(Math.Abs(state.AccSmooth.magnitude - 1) / 1 * AccLengthToAngle, 4) : 0);
  82. double MagVariance = 9
  83. + (Math.Abs(state.MagSmooth.magnitude - 1) > 0.1 ? Math.Pow(Math.Abs(state.MagSmooth.magnitude - 1) * MagLengthToAngle, 4) : 0);//指数4其中2是引力2是方差/**/
  84. /*
  85. double GyrVariance = Math.Pow((Gyr * TimeGap).magnitude + 0.225, 0.5);//陀螺仪移动向量
  86. double AccVariance = Math.Pow(Math.Max((Gyr * TimeGap).magnitude, Vector3.Angle(state.AccSmooth, Last.AccSmooth)), 0.5)
  87. + (Math.Abs(state.AccSmooth.magnitude - 1) > 0.1 ? Math.Pow(Math.Abs(state.AccSmooth.magnitude - 1) / 1 * AccLengthToAngle, 4) : 0);
  88. double MagVariance = Math.Pow(3, 1)
  89. + (Math.Abs(state.MagSmooth.magnitude - 1) > 0.1 ? Math.Pow(Math.Abs(state.MagSmooth.magnitude - 1) * MagLengthToAngle, 4) : 0);//指数4其中2是引力2是方差/**/
  90. //double AccGyrVariance = Last.AccVariance + GyrVariance;
  91. //double MagGyrVariance = Last.MagVariance + GyrVariance;// 指数4 = 方差2 * 欧拉角旋转误差2 移动导致累计误差
  92. //Debug.Log((Gyr * TimeGap).magnitude * 0.1);
  93. //state.MagVariance = MagGyrVariance;
  94. //state.MagVariance = state.MagVariance * MagVariance / (state.MagVariance + MagVariance);
  95. //state.AccVariance = AccGyrVariance;
  96. //state.AccVariance = state.AccVariance * AccVariance / (state.AccVariance + AccVariance);
  97. //if (double.IsNaN(MagGyrVariance))
  98. // MagGyrVariance = double.MinValue;
  99. if (double.IsNaN(GyrVariance))
  100. GyrVariance = double.MinValue;
  101. if (double.IsNaN(AccVariance))
  102. AccVariance = double.MinValue;
  103. if (double.IsNaN(MagVariance))
  104. MagVariance = double.MinValue;
  105. if (double.IsNaN(state.GyrVariance))
  106. state.GyrVariance = double.MinValue;
  107. if (double.IsNaN(state.AccVariance))
  108. state.AccVariance = double.MinValue;
  109. if (double.IsNaN(state.MagVariance))
  110. state.MagVariance = double.MinValue;
  111. /////////////////////////////////////////////////临时代码
  112. //var quaAccMag = o0Project.o0.FormQuaternion(AccIdentity, MagIdentity, state.AccSmooth, state.MagSmooth, (float)(AccVariance / (AccVariance + MagVariance)));
  113. //var tempQuaGyr = Quaternion.Slerp(Last.QuaSmooth, state.Qua, 0.5f);
  114. var quaAccMag = o0Project.o0.FormQuaternion(AccIdentity, MagIdentity, state.AccSmooth, state.MagSmooth, 1);
  115. /*
  116. if (state.QuaAccMagCount == 0)
  117. state.QuaAccMag = quaAccMag;
  118. else
  119. state.QuaAccMag = Quaternion.Slerp(state.QuaAccMag, quaAccMag, state.QuaAccMagCount / (state.QuaAccMagCount + 1));
  120. ++state.QuaAccMagCount;/**/
  121. ///////////////////////////////////////////////////
  122. //var quaMagRate = MagGyrVariance / (MagGyrVariance + MagVariance);
  123. //var quaAccRate = MagGyrVariance / (MagGyrVariance + MagVariance);
  124. /*
  125. var quaMinRate = GyrVariance / (GyrVariance + Math.Max(AccVariance, MagVariance));
  126. var quaMaxRate = GyrVariance / (GyrVariance + Math.Min(AccVariance, MagVariance));
  127. Quaternion quaFirst = Quaternion.Slerp(quaGyr, quaAccMag, (float)quaMinRate).normalized;
  128. if (float.IsNaN(quaFirst.w))
  129. quaFirst = Last.Qua;
  130. var quaSecondRate = (quaMaxRate - quaMinRate) / (1 - quaMinRate);
  131. state.Qua = AccVariance < MagVariance ? o0Project.o0.FormQuaternion(quaFirst, AccIdentity, state.AccSmooth, (float)quaSecondRate) : o0Project.o0.FormQuaternion(quaFirst, MagIdentity, state.MagSmooth, (float)quaSecondRate);
  132. /**/
  133. var AccMagVariance = AccVariance + MagVariance;
  134. if (GyrVariance > 2f)
  135. {
  136. state.AccMagVariance = 25;
  137. state.QuaAccMag = quaGyr;
  138. }
  139. else
  140. {
  141. state.AccMagVariance = Math.Min(Last.AccMagVariance + Math.Max(GyrVariance - 1.0, 0), 10000);
  142. state.QuaAccMag = UnityEngine.Quaternion.Slerp(Last.QuaAccMag, quaAccMag, (float)(state.AccMagVariance / (state.AccMagVariance + AccMagVariance)));
  143. state.AccMagVariance = state.AccMagVariance * AccMagVariance / (state.AccMagVariance + AccMagVariance);
  144. }
  145. //var modelVariance = Math.Max(GyrVariance, 0) * 0.05;
  146. state.GyrVariance = Math.Min(Last.GyrVariance + GyrVariance, 10000);
  147. //quaGyr = Quaternion.Slerp(Last.QuaSmooth, quaGyr, (float)(state.GyrVariance / (state.GyrVariance + GyrVariance)));
  148. state.GyrVariance = state.GyrVariance * GyrVariance / (state.GyrVariance + GyrVariance);
  149. //Debug.Log(GyrVariance);
  150. /*
  151. if (state.AccMagVariance < GyrVariance && 1f > Last.GyrVariance)
  152. {
  153. Debug.Log("o0 static");
  154. quaGyr = Quaternion.Slerp(Last.QuaSmooth, quaGyr, (float)(state.AccMagVariance / (state.AccMagVariance + GyrVariance)));
  155. }/**/
  156. state.MagVariance = Math.Min(Last.MagVariance + modelVariance, 10000);
  157. state.Qua = o0Project.o0.FormQuaternion(quaGyr, MagIdentity, state.MagSmooth, (float)(state.MagVariance / (state.MagVariance + MagVariance)));
  158. state.MagVariance = state.MagVariance * MagVariance / (state.MagVariance + MagVariance);
  159. state.AccVariance = Math.Min(Last.AccVariance + modelVariance, 10000);
  160. state.Qua = o0Project.o0.FormQuaternion(state.Qua, AccIdentity, state.AccSmooth, (float)(state.AccVariance / (state.AccVariance + AccVariance)));
  161. state.AccVariance = state.AccVariance * AccVariance / (state.AccVariance + AccVariance);
  162. //state.Qua = UnityEngine.Quaternion.Slerp(state.Qua, quaAccMag, (float)(state.AccVariance / (state.AccVariance + AccMagVariance)));
  163. //state.AccVariance = state.AccVariance * AccMagVariance / (state.AccVariance + AccMagVariance);
  164. ///////////////////////////////////////////////////////////////
  165. ///
  166. //var AccMagVariance = Math.Sqrt(AccVariance * AccVariance + MagVariance * MagVariance);
  167. //state.Qua.eu
  168. /*
  169. state.TotalVariance = Math.Min(Last.TotalVariance + modelVariance * 0.3, 10000);
  170. if (state.TotalVariance > 25)
  171. state.TotalVariance = 25;
  172. if (state.AccMagVariance < 4)
  173. {
  174. state.Qua = Quaternion.Slerp(state.Qua, state.QuaAccMag, (float)(state.TotalVariance / (state.TotalVariance + state.AccMagVariance)));
  175. state.TotalVariance = state.TotalVariance * state.AccMagVariance / (state.TotalVariance + state.AccMagVariance);
  176. }/**/
  177. ///////////////////////////////////////////////////////////////
  178. if (float.IsNaN(state.Qua.w))
  179. state.Qua = Last.Qua;/**/
  180. state.QuaSmooth = UnityEngine.Quaternion.Slerp(Last.QuaSmooth, state.Qua, 0.3f);//Last.QuaSmooth - state.Qua 0 - 1
  181. var frontV = Last.Qua * Vector3.forward;
  182. var upV = Last.Qua * Vector3.up;
  183. x = (Mathf.Atan(upV.y / upV.z) / Mathf.PI * 180 + (upV.z < 0 ? 90 : 270));
  184. y = (Mathf.Atan(frontV.z / frontV.x) / Mathf.PI * 180 + (frontV.x < 0 ? 90 : 270));
  185. z = (Mathf.Atan(upV.y / upV.x) / Mathf.PI * 180 + (upV.x < 0 ? 90 : 270));
  186. //QuaTest[0] = o0Project.o0.FormQuaternion(QuaTest[0] * GyrOperator, AccIdentity, state.AccSmooth, 1);
  187. // QuaTest[0] = o0Project.o0.FormQuaternion(AccIdentity, MagIdentity, state.AccSmooth, state.MagSmooth, (float)(AccVariance / (AccVariance + MagVariance)));
  188. // QuaTest[1] = state.QuaAccMag;
  189. //QuaTest[1] = o0Project.o0.FormQuaternion(QuaTest[1] * GyrOperator, MagIdentity, state.MagSmooth, 1);
  190. //Debug.Log(o09AxisCS.QuaTest[0]);
  191. return state.QuaSmooth;
  192. }
  193. public void SetIdentity()
  194. {
  195. //Quaternion qua = default;
  196. int averageCount = Math.Max(States.Count, 10);
  197. Vector3 aveAcc = Vector3.zero;
  198. Vector3 aveMag = Vector3.zero;
  199. for (var i = 0; i < averageCount; ++i)
  200. {
  201. aveAcc += States[i].Acc;
  202. aveMag += States[i].Mag;
  203. }
  204. aveAcc /= averageCount;
  205. aveMag /= averageCount;
  206. //AccIdentity = AccOld;
  207. //MagIdentity = MagOld;
  208. AccIdentity = aveAcc;
  209. MagIdentity = aveMag;
  210. //qua = o0Project.o0.FormQuaternion(Quaternion.identity, Vector3.down,AccIdentity, 1);
  211. //AccIdentity=qua*AccIdentity;
  212. //MagIdentity = qua*MagIdentity;
  213. States.Last().Qua = Quaternion.identity;
  214. States.Last().QuaSmooth = Quaternion.identity;
  215. //States.Last().Qua = qua*States.Last().Qua;//Quaternion.identity;
  216. States.Last().AccVariance = 0.0000001;
  217. States.Last().GyrVariance = 0.0000001;
  218. States.Last().MagVariance = 0.0000001;
  219. States.Last().QuaAccMag = Quaternion.identity;
  220. States.Last().QuaAccMagCount = 0;
  221. States.Last().AccMagVariance = 0.0000001;
  222. States.Last().TotalVariance = 0.0000001;
  223. }
  224. public State getLastState()
  225. {
  226. return this.States.Last();
  227. }
  228. public Vector3 getGyrOld()
  229. {
  230. return GyrOld;
  231. }
  232. public void DeleteStatesFromTail(int count) {
  233. if (count <= 0 || States.Count == 0) return;
  234. States = States.GetRange(0, States.Count - count <= 0 ? 1 : States.Count - count);
  235. }
  236. public void SetAccMagVariance(double value) {
  237. States.Last().AccVariance = value;
  238. States.Last().MagVariance = value;
  239. }
  240. }