AimHandler.cs 15 KB

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  1. using System;
  2. using UnityEngine;
  3. using System.Collections.Generic;
  4. using System.Linq;
  5. using UnityEngine.UI;
  6. using Newtonsoft.Json;
  7. /* 瞄准处理器 */
  8. public class AimHandler : MonoBehaviour
  9. {
  10. Transform controlObj {
  11. get {
  12. if (CameraToLook.ins) {
  13. return CameraToLook.ins.transform;
  14. }
  15. return null;
  16. }
  17. }
  18. [SerializeField] Button SetIdentityButton;
  19. [SerializeField] Button MagCalibrationButton;
  20. [SerializeField] Button GyrCalibrationButton;
  21. [SerializeField] Text MagScaleText;
  22. [SerializeField] Text GyrScaleText;
  23. //椭圆对象
  24. [SerializeField] Ellipse ellipseScript;
  25. [SerializeField] GameObject AccObj;
  26. [SerializeField] GameObject MagObj;
  27. [SerializeField] GameObject AccMesh;
  28. [SerializeField] GameObject GryMesh;
  29. [SerializeField] GameObject MagMesh;
  30. [SerializeField] GameObject AMesh;
  31. [SerializeField] Transform DebugTexts;
  32. [SerializeField] Transform DrawImage;
  33. long TimeGap = default;
  34. Vector3 Acc = default;
  35. Vector3 Gyr = default;
  36. Vector3 Mag = default;
  37. o09Axis _9Axis = new o09Axis();
  38. Vector3 cMaxVector = new Vector3(0,0,0);
  39. Vector3 cMinVector = new Vector3(0, 0, 0);
  40. public o0MagneticCalibraterEllipsoidFitting MagCalibrater;
  41. o0GyrCalibrater GyrCalibrater;
  42. //陀螺仪校准进度记录
  43. public int gyrCalibrateCompleteCount = 0;
  44. public int gyrCalibrateTotalCount = 300;
  45. long msOld = 0;
  46. public static AimHandler ins;
  47. void Start()
  48. {
  49. ins = this;
  50. BluetoothDispatcher.aim = OnDataReceived;
  51. //初始化
  52. _9Axis.LoadIdentity();
  53. _9Axis.AccMesh = AccMesh;
  54. _9Axis.GryMesh = GryMesh;
  55. _9Axis.MagMesh = MagMesh;
  56. for (var i = 0; i < 9; ++i)
  57. {
  58. _9Axis.Tester.Add(DrawImage.Find(i.ToString()).gameObject.AddComponent<o0UIRawImageTester>());
  59. }
  60. for (var i = 0; i < 15; ++i)
  61. {
  62. _9Axis.TextTester.Add(DebugTexts.transform.Find("Text" + i.ToString()).gameObject.GetComponent<Text>());
  63. }
  64. if (SetIdentityButton)
  65. {
  66. SetIdentityButton.onClick.AddListener(DoIdentity);
  67. }
  68. try
  69. {
  70. string magDataStr = PlayerPrefs.GetString("o0MagneticCalibrater");
  71. MagCalibrater = JsonConvert.DeserializeObject<o0MagneticCalibraterEllipsoidFitting>(magDataStr);
  72. }
  73. catch(Exception)
  74. {
  75. MagCalibrater = null;
  76. }
  77. if (MagCalibrater == null)
  78. {
  79. MagCalibrater = new o0MagneticCalibraterEllipsoidFitting();
  80. }
  81. if (MagCalibrationButton)
  82. {
  83. MagCalibrationButton.onClick.AddListener(delegate {
  84. CalibrateMag(!MagCalibrater.Calibration);
  85. });
  86. }
  87. try {
  88. string gyrDataStr = PlayerPrefs.GetString("o0GyrCalibrater");
  89. GyrCalibrater = JsonConvert.DeserializeObject<o0GyrCalibrater>(gyrDataStr);
  90. if (GyrCalibrater._Average != Vector3.zero) GyrScaleText.text = "已校准";
  91. } catch(Exception) {
  92. GyrCalibrater = null;
  93. }
  94. if (GyrCalibrater == null)
  95. {
  96. GyrCalibrater = new o0GyrCalibrater();
  97. }
  98. if (GyrCalibrationButton)
  99. {
  100. GyrCalibrationButton.onClick.AddListener(delegate() {
  101. CalibrateGyr(!GyrCalibrater.Calibration);
  102. });
  103. }
  104. }
  105. public void CalibrateGyr(bool calibration) {
  106. try {
  107. GyrCalibrater.Calibration = calibration;
  108. if (calibration)
  109. {
  110. GyrCalibrationButton.GetComponentInChildren<Text>().text = "停止陀螺仪校准";
  111. }
  112. else
  113. {
  114. GyrCalibrationButton.GetComponentInChildren<Text>().text = "开始陀螺仪校准";
  115. PlayerPrefs.SetString("o0GyrCalibrater", JsonConvert.SerializeObject(GyrCalibrater));
  116. }
  117. } catch (Exception e) { Debug.LogError(e.Message); }
  118. }
  119. [NonSerialized] public bool isCalibrateMagPerfect = false;
  120. public void CalibrateMag(bool calibration) {
  121. try {
  122. if (calibration)
  123. {
  124. MagCalibrater.Calibration = calibration;
  125. MagCalibrationButton.GetComponentInChildren<Text>().text = "停止地磁计校准";
  126. this.cMaxVector = new Vector3(float.MinValue, float.MinValue, float.MinValue);
  127. this.cMinVector = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
  128. this.ellipseScript.ellipseTran.gameObject.SetActive(false);
  129. }
  130. else
  131. {
  132. List<Vector3> list = MagCalibrater.getRecords();
  133. //停止校准时候,看看数组值
  134. float maxDistance = 0f,ratio = 1f;
  135. Vector3 maxVector3 = new Vector3(0,0,0);
  136. List<Vector3> endRecords = new List<Vector3>();
  137. foreach (Vector3 i in list)
  138. {
  139. Vector3 v = i - MagCalibrater._Center;
  140. if (Math.Abs(v.magnitude) > maxDistance)
  141. {
  142. maxVector3 = v;
  143. maxDistance = Math.Abs(v.magnitude);
  144. if(Math.Abs(v.magnitude) < Math.Abs(MagCalibrater._Radius.magnitude))
  145. ratio = Math.Abs(v.magnitude) / Math.Abs(MagCalibrater._Radius.magnitude);
  146. else
  147. ratio = Math.Abs(MagCalibrater._Radius.magnitude) / Math.Abs(v.magnitude);
  148. }
  149. }
  150. Debug.LogWarning(maxDistance + " == " + Math.Abs(MagCalibrater._Radius.magnitude) + " == " + MagCalibrater._Radius + " = " + maxVector3);
  151. //如果比例效果不理想。可以设置为ratio=0.5f
  152. foreach (Vector3 i in list)
  153. {
  154. //- MagCalibrater._Center
  155. Vector3 v = i ;
  156. v *= ratio;
  157. if(endRecords.Count>3000)
  158. {
  159. endRecords.RemoveAt(0);
  160. }
  161. endRecords.Add(v);
  162. }
  163. this.ellipseScript.ClearAndUpdatePointArray();
  164. // this.ellipseScript.DrawPointCloud(endRecords);
  165. MagCalibrater.Calibration = calibration;
  166. this.ellipseScript.ellipseTran.gameObject.SetActive(true);
  167. //绘制椭圆形
  168. if (MagCalibrater._Radius != this.ellipseScript.ellipseTran.localScale)
  169. {
  170. this.ellipseScript.setEllipseLocalScaleAndCenter(MagCalibrater._Radius, MagCalibrater._Center * ratio);
  171. //设置绘制图像相机的对应位置
  172. this.ellipseScript.setCameraPos(MagCalibrater._Center * ratio);
  173. this.ellipseScript.setCameraSize(MagCalibrater._Radius);
  174. }
  175. MagCalibrationButton.GetComponentInChildren<Text>().text = "开始地磁计校准";
  176. PlayerPrefs.SetString("o0MagneticCalibrater", JsonConvert.SerializeObject(MagCalibrater));
  177. #region jc-看校准是否完美,求Records方差
  178. if (list == null || list.Count == 0) isCalibrateMagPerfect = false;
  179. else
  180. {
  181. float sumV = 0;
  182. float[] listArray = new float[list.Count];
  183. for (int i = 0; i < list.Count; i++)
  184. {
  185. listArray[i] = MagCalibrater.Update(list[i]).magnitude;
  186. sumV += listArray[i];
  187. }
  188. float avarageV = sumV / listArray.Length;
  189. float varianceV = 0;
  190. foreach (float vvv in listArray)
  191. {
  192. varianceV += Mathf.Pow(vvv - avarageV, 2);
  193. }
  194. varianceV /= listArray.Length;
  195. isCalibrateMagPerfect = varianceV < 0.001;
  196. Debug.Log("jc-地磁校准方差=" + varianceV);
  197. PopupMgr.ins.ShowTip("地磁校准方差 = " + varianceV);
  198. }
  199. #endregion
  200. }
  201. } catch (Exception e) { Debug.LogError(e.Message); }
  202. }
  203. //转换读取的数据,无符号->有符号
  204. float TwoByteToFloat(byte b1, byte b2)
  205. {
  206. ushort twoByte = (ushort) (b1 * 256 + b2);
  207. short shortNum = (short) twoByte;
  208. return (float) shortNum;
  209. }
  210. public void OnDataReceived(byte[] bytes)
  211. {
  212. // Debug.Log("瞄准模块数据长度" + bytes.Length);
  213. if (bytes.Length != 27)
  214. {
  215. if (bytes.Length == 2) {
  216. if (bytes[0] == 0x66 && bytes[1] == 0x31) {
  217. if (SB_EventSystem.ins && SB_EventSystem.ins.simulateMouseIsAwaked) {
  218. //鼠标居中
  219. SB_EventSystem.ins.MakeMouseToScreenCenter();
  220. }
  221. //视角回正
  222. DoIdentity();
  223. } else if (bytes[0] == 0x66 && bytes[1] == 0x32) {
  224. if (SB_EventSystem.ins) {
  225. //唤起/隐藏虚拟鼠标
  226. SB_EventSystem.ins.AwakenSimulateMouse();
  227. }
  228. } else if (bytes[1] == 10) {
  229. //显示电量
  230. DeviceBatteryView.ins.RenderBattery(1, bytes[0]);
  231. }
  232. } else if (bytes[0] == 0x5b) {
  233. if (SB_EventSystem.ins && SB_EventSystem.ins.simulateMouseIsAwaked) {
  234. //点击鼠标
  235. SB_EventSystem.ins.ClickMouse();
  236. } else {
  237. //红外射击检测
  238. ShootCheck.ins.ShootByInfrared(bytes);
  239. }
  240. }
  241. return;
  242. }
  243. if (bytes[7] == 0 && bytes[8] == 0 && bytes[9] == 0 && bytes[10] == 0 && bytes[11] == 0 && bytes[12] == 0)
  244. return;
  245. if (bytes[19] == 0 && bytes[20] == 0 && bytes[21] == 0 && bytes[22] == 0 && bytes[23] == 0 && bytes[24] == 0)
  246. return;
  247. if (ban9AxisCalculate) //如果箭射出后禁止九轴计算,就缓存最新几帧九轴数据
  248. {
  249. if (cached9AxisFrames.Count < 3)
  250. {
  251. cached9AxisFrames.Enqueue(bytes);
  252. }
  253. else
  254. {
  255. cached9AxisFrames.Dequeue();
  256. cached9AxisFrames.Enqueue(bytes);
  257. }
  258. return;
  259. }
  260. float ax = TwoByteToFloat(bytes[7], bytes[8]);
  261. float ay = TwoByteToFloat(bytes[9], bytes[10]);
  262. float az = TwoByteToFloat(bytes[11], bytes[12]);
  263. float roll = TwoByteToFloat(bytes[13], bytes[14]);
  264. float pitch = TwoByteToFloat(bytes[15], bytes[16]);
  265. float yaw = TwoByteToFloat(bytes[17], bytes[18]);
  266. float x = TwoByteToFloat(bytes[19], bytes[20]);
  267. float y = TwoByteToFloat(bytes[21], bytes[22]);
  268. float z = TwoByteToFloat(bytes[23], bytes[24]);
  269. float mxr = TwoByteToFloat(bytes[20], bytes[19]);
  270. float myr = TwoByteToFloat(bytes[22], bytes[21]);
  271. float mzr = TwoByteToFloat(bytes[24], bytes[23]);
  272. if (CommonConfig.devicePlan == 0) {
  273. Acc = new Vector3(-az, ay, -ax) / 32768 * 16;
  274. Gyr = new Vector3(yaw, -pitch, roll) / 32768 * 2;
  275. Mag = new Vector3(-z, y, x) / 32768 * 256; //旧版
  276. } else if (CommonConfig.devicePlan == 1) {
  277. Acc = new Vector3(ax, ay, az) / 32768 * 16;
  278. Gyr = new Vector3(roll, pitch, yaw) / 32768 * 2;
  279. Mag = new Vector3(z, x, -y) / 32768 * 256;//第一个6+3硬件
  280. } else if (CommonConfig.devicePlan == 2) {
  281. Acc = new Vector3(-az, ax, -ay) / 32768 * 16;
  282. Gyr = new Vector3(-yaw, roll, -pitch) / 32768 * 2;
  283. Mag = new Vector3(mzr, mxr, -myr) / 32768 * 256;//第二个6+3硬件
  284. }
  285. AccObj.transform.GetChild(0).localPosition = Acc;
  286. Gyr = GyrCalibrater.Update(Gyr);
  287. if (GyrCalibrater.Calibration)
  288. {
  289. if (gyrCalibrateCompleteCount < gyrCalibrateTotalCount) {
  290. gyrCalibrateCompleteCount++;
  291. }
  292. }
  293. if (GyrScaleText && GyrCalibrater.Calibration)
  294. {
  295. GyrScaleText.text = "" + (_9Axis.getGyrOld() * 1000000).ToString();
  296. }
  297. if(Mag.x > -128 && Mag.y > -128 && Mag.z > -128 && Mag.x < 128 && Mag.y < 128 && Mag.z < 128)
  298. {
  299. //绘制地磁计点
  300. if (MagCalibrater.Calibration)
  301. {
  302. this.ellipseScript.AddAndUpdatePointArray(Mag);
  303. if (Mag.x > cMaxVector.x) cMaxVector.x = Mag.x;
  304. if (Mag.y > cMaxVector.y) cMaxVector.y = Mag.y;
  305. if (Mag.z > cMaxVector.z) cMaxVector.z = Mag.z;
  306. if (Mag.x < cMinVector.x) cMinVector.x = Mag.x;
  307. if (Mag.y < cMinVector.y) cMinVector.y = Mag.y;
  308. if (Mag.z < cMinVector.z) cMinVector.z = Mag.z;
  309. //设置绘制图像相机的对应位置
  310. this.ellipseScript.setCameraPos((this.cMaxVector + this.cMinVector)/2);
  311. this.ellipseScript.setCameraSize(this.cMaxVector - this.cMinVector);
  312. }
  313. Mag = MagCalibrater.Update(Mag);
  314. if (MagScaleText)
  315. {
  316. MagScaleText.text = MagCalibrater._Radius.ToString();
  317. }
  318. }
  319. MagObj.transform.GetChild(0).localPosition = Mag;
  320. var ms = (((long)bytes[1]) *60 + bytes[2])*1000 + (long)TwoByteToFloat(bytes[3], bytes[4]);
  321. if(msOld == default)
  322. {
  323. msOld = ms;
  324. return;
  325. }
  326. TimeGap = ms - msOld;
  327. msOld = ms;
  328. AMesh.transform.localRotation = newRotation = _9Axis.update(Acc * 10, Gyr, Mag, TimeGap);
  329. if (BowQuatDebug.ins) BowQuatDebug.ins.ShowModuleQuat(newRotation.eulerAngles);
  330. if (SB_EventSystem.ins && SB_EventSystem.ins.simulateMouseIsAwaked) {
  331. SB_EventSystem.ins.MoveSimulateMouse(newRotation);
  332. }
  333. }
  334. [NonSerialized] public bool lerpForRotation = true;
  335. [NonSerialized] public float lerpTimeRate = 7;
  336. public void Update()
  337. {
  338. if (controlObj && !ban9AxisCalculate)
  339. {
  340. if (lerpForRotation)
  341. {
  342. controlObj.localRotation = Quaternion.Lerp(controlObj.localRotation, newRotation, Time.deltaTime * lerpTimeRate);
  343. }
  344. else
  345. {
  346. controlObj.localRotation = newRotation;
  347. }
  348. }
  349. }
  350. private bool ban9AxisCalculate = false;
  351. private Queue<byte[]> cached9AxisFrames = new Queue<byte[]>();
  352. public void Ban9AxisCalculate(bool ban) {
  353. ban9AxisCalculate = ban;
  354. if (!ban) {
  355. //恢复九轴计算时,把缓存的最新几帧计算了
  356. while (cached9AxisFrames.Count > 0)
  357. {
  358. try
  359. {
  360. OnDataReceived(cached9AxisFrames.Dequeue());
  361. }
  362. catch (Exception) { }
  363. }
  364. //立马应用到控制物体中
  365. if (controlObj) controlObj.localRotation = newRotation;
  366. }
  367. }
  368. Quaternion newRotation = Quaternion.identity;
  369. public void DoIdentity()
  370. {
  371. _9Axis.SetIdentityAndSave();
  372. Quaternion qua = _9Axis.getLastState().Qua;
  373. newRotation = qua;
  374. if (controlObj) controlObj.localRotation = qua;
  375. }
  376. }