o09AxisCS.cs 6.2 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using UnityEngine;
  5. //旧版算法
  6. public class o09AxisCS
  7. {
  8. static public Vector3 AccIdentity = new Vector3(0, -1, 0);
  9. static public Vector3 MagIdentity = new Vector3(-1, 2, 0).normalized;
  10. public class State
  11. {
  12. public long TimeGap;
  13. public Vector3 Acc = AccIdentity;
  14. public Vector3 AccSmooth = AccIdentity;
  15. public double AccVariance = 1;
  16. public Vector3 Gyr;
  17. public Vector3 Mag = MagIdentity;
  18. public Vector3 MagSmooth = MagIdentity;
  19. public Quaternion Qua = Quaternion.identity;
  20. public Quaternion QuaSmooth = Quaternion.identity;
  21. public double Variance = 1;
  22. }
  23. o0Project.Variance HardwareVarianceGyr = new o0Project.Variance(1000);
  24. o0Project.Variance HardwareVarianceAcc = new o0Project.Variance(1000);
  25. o0Project.Variance HardwareVarianceMag = new o0Project.Variance(1000);
  26. public List<State> States = new List<State>();
  27. public Vector3 AccOld;
  28. public Vector3 GyrOld;
  29. public Vector3 MagOld;
  30. public float x;
  31. public float y;
  32. public float z;
  33. long TimeGapOld;
  34. o0Aien.o0WeightedAverageFilterVector3 AccFilter = new o0Aien.o0WeightedAverageFilterVector3(5);
  35. o0Aien.o0WeightedAverageFilterVector3 MagFilter = new o0Aien.o0WeightedAverageFilterVector3(10);
  36. public Quaternion update(Vector3 AccOld, Vector3 GyrOld, Vector3 MagOld, long TimeGapOld)
  37. {
  38. o0UIRawImageTester.UpdateAllOffset();
  39. var Acc = this.AccOld;
  40. var Gyr = (this.GyrOld + GyrOld)/2;
  41. var Mag = this.MagOld;
  42. float TimeGap = this.TimeGapOld;
  43. this.AccOld = AccOld;
  44. this.GyrOld = GyrOld;
  45. this.MagOld = MagOld;
  46. this.TimeGapOld = TimeGapOld;
  47. var Last = States.LastOrDefault() ?? new State();
  48. if (this.TimeGapOld <= 0)
  49. return Last.Qua;
  50. States.Add(new State());
  51. if (States.Count > 200)
  52. States.RemoveAt(0);
  53. var state = States.Last();
  54. state.Acc = Acc;
  55. state.AccSmooth = AccFilter.Update(Acc);
  56. state.Gyr = Gyr;
  57. state.Mag = Mag;/**/
  58. state.MagSmooth = MagFilter.Update(Mag);
  59. if (States.Count <=1)
  60. return Quaternion.identity;
  61. HardwareVarianceGyr.Update((Gyr).magnitude);//每毫秒方差2.331017E-09 度左右 0.00000002331017
  62. HardwareVarianceAcc.Update(Vector3.Angle(state.Acc, Last.Acc));//方差0.0012度左右
  63. HardwareVarianceMag.Update(Vector3.Angle(state.Mag, Last.Mag));//方差3.5度左右
  64. var LastQuaternion = Last.Qua;
  65. var newQua = new Quaternion();
  66. newQua.eulerAngles = Gyr * TimeGap;
  67. var quaGyr = LastQuaternion * newQua;
  68. double AccLengthToAngle = 5;//1倍引力差相当于多少度方差
  69. double MagLengthToAngle = 5;//1倍磁力差相当于多少度方差
  70. 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
  71. 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);
  72. 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);/**/
  73. state.Variance = GyrVariance;
  74. state.Variance = state.Variance * (AccVariance+ MagVariance) / (state.Variance + (AccVariance + MagVariance));
  75. if (double.IsNaN(GyrVariance))
  76. GyrVariance = double.MinValue;
  77. if (double.IsNaN(AccVariance))
  78. AccVariance = double.MinValue;
  79. if (double.IsNaN(MagVariance))
  80. MagVariance = double.MinValue;
  81. if (double.IsNaN(state.Variance))
  82. state.Variance = double.MinValue;
  83. var quaAccMag = o0Project.o0.FormQuaternion(AccIdentity, MagIdentity, state.AccSmooth, state.MagSmooth, (float)(AccVariance / (AccVariance + MagVariance)));
  84. var quaMinRate = GyrVariance / (GyrVariance + Math.Max(AccVariance, MagVariance));
  85. var quaMaxRate = GyrVariance / (GyrVariance + Math.Min(AccVariance, MagVariance));
  86. Quaternion quaFirst = Quaternion.Slerp(quaGyr, quaAccMag, (float)quaMinRate).normalized;
  87. if (float.IsNaN(quaFirst.w))
  88. quaFirst = Last.Qua;
  89. var quaSecondRate = (quaMaxRate - quaMinRate) / (1 - quaMinRate);
  90. state.Qua = AccVariance < MagVariance ? o0Project.o0.FormQuaternion(quaFirst, AccIdentity, state.AccSmooth, (float)quaSecondRate) : o0Project.o0.FormQuaternion(quaFirst, MagIdentity, state.MagSmooth, (float)quaSecondRate);
  91. if (float.IsNaN(state.Qua.w))
  92. state.Qua = Last.Qua;/**/
  93. state.QuaSmooth = Quaternion.Slerp(Last.QuaSmooth, state.Qua, 0.3f);
  94. var frontV = Last.Qua * Vector3.forward;
  95. var upV = Last.Qua * Vector3.up;
  96. x = (Mathf.Atan(upV.y / upV.z) / Mathf.PI * 180 + (upV.z < 0 ? 90:270));
  97. y = (Mathf.Atan(frontV.z / frontV.x) / Mathf.PI * 180+(frontV.x < 0 ? 90:270));
  98. z = (Mathf.Atan(upV.y / upV.x) / Mathf.PI * 180 + (upV.x < 0 ? 90:270));
  99. return state.Qua;
  100. }
  101. public void SetIdentity()
  102. {
  103. Quaternion qua = default;
  104. AccIdentity = AccOld;
  105. MagIdentity = MagOld;
  106. qua = o0Project.o0.FormQuaternion(Quaternion.identity, Vector3.up,AccIdentity, 1);
  107. AccIdentity=qua*AccIdentity;
  108. MagIdentity = qua*MagIdentity;
  109. States.Last().Qua = Quaternion.identity;
  110. // States.Last().Qua = qua*States.Last().Qua;//Quaternion.identity;
  111. States.Last().Variance = 0.0000001;
  112. }
  113. public State getLastState() {
  114. return this.States.Last();
  115. }
  116. public Vector3 getGyrOld() {
  117. return GyrOld;
  118. }
  119. public void DeleteStatesFromTail(int count) {
  120. if (count <= 0 || States.Count == 0) return;
  121. States = States.GetRange(0, States.Count - count <= 0 ? 1 : States.Count - count);
  122. }
  123. public void SetAccMagVariance(double value) {
  124. States.Last().AccVariance = value;
  125. States.Last().Variance = value;
  126. }
  127. }