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- 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<State> States = new List<State>();
- 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;
- }
- }
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