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- using ArduinoBluetoothAPI;
- using System;
- using System.Collections.Generic;
- using System.Linq;
- using UnityEngine;
- using UnityEngine.UI;
- public class o0Vector3Filter
- {
- Vector3 state = default;
- float Variance = 1;
- public Vector3 Update(Vector3 v)
- {
- if (state == default)
- return state = v;
- Variance += 10;
- float mVariance = 1;
- state = Vector3.Lerp(state, v, mVariance/ (Variance + mVariance));
- Variance = Variance * mVariance / (Variance + mVariance);
- return state;
- }
- }
- public class o0MagneticCalibraterSimple//默认在无磁干扰环境下,有磁干扰则无法保证效果
- {
- public Vector3 _Center = Vector3.zero;
- //Vector3 Center = new Vector3(0,0,0);
- public Vector3 _Radius = new Vector3(2, 2, 2);
- public o0Project.Vector3f Center
- {
- get
- {
- return new o0Project.Vector3f(_Center.x, _Center.y, _Center.z);
- }
- set
- {
- _Center = new Vector3(value.x, value.y, value.z);
- }
- }
- public o0Project.Vector3f Radius
- {
- get
- {
- return new o0Project.Vector3f(_Radius.x, _Radius.y, _Radius.z);
- }
- set
- {
- _Radius = new Vector3(value.x, value.y, value.z);
- }
- }
- public o0MagneticCalibraterSimple()
- {
- //Calibration = true;
- }
- public o0MagneticCalibraterSimple(o0Project.Vector3f Center, o0Project.Vector3f Radius)
- {
- this.Center = Center;
- this.Radius = Radius;
- }
- Vector3 Min = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
- Vector3 Max = new Vector3(float.MinValue, float.MinValue, float.MinValue);
- public bool Calibration
- {
- get
- {
- return Min != default && Max != default;
- }
- set
- {
- if (value == true)
- {
- Min = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
- Max = new Vector3(float.MinValue, float.MinValue, float.MinValue);
- }
- else
- {
- Min = default;
- Max = default;
- }
- }
- }
- public System.Random r = new System.Random();
- public Vector3 Update(Vector3 v)
- {
- if (v.magnitude > 30)
- Debug.Log(v);
- if (Calibration)
- {
- if (Min.x > v.x)
- Min.x = v.x;
- if (Min.y > v.y)
- Min.y = v.y;
- if (Min.z > v.z)
- Min.z = v.z;
- if (Max.x < v.x)
- Max.x = v.x;
- if (Max.y < v.y)
- Max.y = v.y;
- if (Max.z < v.z)
- Max.z = v.z;
- _Center = (Max + Min) / 2;
- _Radius = (Max - Min) / 2;
- }
- v -= _Center;
- v = new Vector3(v.x / _Radius.x, v.y / _Radius.y, v.z / _Radius.z);
- return v;
- }
- public float CalibratCompletionPercentage()
- {
- return 0;
- }
- }
- public class o0MagneticCalibrater//默认在无磁干扰环境下,有磁干扰则无法保证效果
- {
- public Vector3 _Center = Vector3.zero;
- //Vector3 Center = new Vector3(0,0,0);
- public Vector3 _Radius = new Vector3(2, 2, 2);
- public o0Project.Vector3f Center
- {
- get
- {
- return new o0Project.Vector3f(_Center.x, _Center.y, _Center.z);
- }
- set
- {
- _Center = new Vector3(value.x, value.y, value.z);
- }
- }
- public o0Project.Vector3f Radius
- {
- get
- {
- return new o0Project.Vector3f(_Radius.x, _Radius.y, _Radius.z);
- }
- set
- {
- _Radius = new Vector3(value.x, value.y, value.z);
- }
- }
- public o0MagneticCalibrater()
- {
- //Calibration = true;
- }
- public o0MagneticCalibrater(o0Project.Vector3f Center, o0Project.Vector3f Radius)
- {
- this.Center = Center;
- this.Radius = Radius;
- }
- HashSet<Vector3> Point = default;
- int PointMaxCount = 50;
- Dictionary<(Vector3, Vector3), float> Distance = default;
- public void AddPoint(Vector3 v)
- {
- if (Point.Contains(v))
- return;
- foreach (var i in Point)
- Distance.Add((i, v), Vector3.Distance(v, i));
- Point.Add(v);
- }
- public void RemovePoint(Vector3 v)
- {
- Point.Remove(v);
- foreach (var i in Point)
- {
- Distance.Remove((v, i));
- Distance.Remove((i, v));
- }
- }
- public float TotalDistance(Vector3 v)
- {
- float t = 0;
- foreach (var i in Point)
- {
- if (Distance.ContainsKey((i, v)))
- {
- t += Distance[(i, v)];
- continue;
- }
- else if (Distance.ContainsKey((v, i)))
- {
- t += Distance[(v, i)];
- continue;
- }
- }
- return t;
- }
- public Vector3 MinDistancePoint()
- {
- Vector3 minV = default;
- float minD = float.MaxValue;
- foreach (var i in Point)
- {
- float d = TotalDistance(i);
- if (minV == default || minD > d)
- {
- minD = d;
- minV = i;
- }
- }
- return minV;
- }
- public Vector3 RadiusScale()
- {
- Vector3 min = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
- Vector3 max = new Vector3(float.MinValue, float.MinValue, float.MinValue);
- foreach (var i in Point)
- {
- if (min.x > i.x)
- min.x = i.x;
- if (min.y > i.y)
- min.y = i.y;
- if (min.z > i.z)
- min.z = i.z;
- if (max.x < i.x)
- max.x = i.x;
- if (max.y < i.y)
- max.y = i.y;
- if (max.z < i.z)
- max.z = i.z;
- }
- return (max - min) / 2;
- }
- public bool Calibration
- {
- get
- {
- return Distance != null;
- }
- set
- {
- if (value == true)
- {
- Point = new HashSet<Vector3>();
- Distance = new Dictionary<(Vector3, Vector3), float>();
- }
- else
- {
- Distance = null;
- }
- }
- }
- public System.Random r = new System.Random();
- public Vector3 Update(Vector3 v)
- {
- if (v.magnitude > 30)
- Debug.Log(v);
- if (Calibration)
- {
- AddPoint(v);
- if (Point.Count > PointMaxCount)
- {
- RemovePoint(MinDistancePoint());
- _Radius = RadiusScale();
- }
- Vector3 randomV = Point.ElementAt(r.Next(Point.Count));
- var scaledCenter = new Vector3(_Center.x / _Radius.x, _Center.y / _Radius.y, _Center.z / _Radius.z);
- var scaledV = new Vector3(randomV.x / _Radius.x, randomV.y / _Radius.y, randomV.z / _Radius.z);
- float diff = Vector3.Distance(scaledCenter, scaledV) - 1;
- scaledCenter += (scaledV - scaledCenter).normalized * diff * 0.1f;
- _Center = new Vector3(scaledCenter.x * _Radius.x, scaledCenter.y * _Radius.y, scaledCenter.z * _Radius.z);
- }
- /*
- if (diff > 0)
- {
- Center -= v * diff;
- }
- else
- {
- }/**/
- //Point.Add(v);
- //Debug.Log(v.magnitude);
- v -= _Center;
- v = new Vector3(v.x / _Radius.x, v.y / _Radius.y, v.z / _Radius.z);
- return v;
- }
- public float CalibratCompletionPercentage()
- {
- if (Point == null)
- return 0;
- List<float> ScaleDistance = new List<float>();
- foreach (var i in Point)
- {
- var v = i - _Center;
- ScaleDistance.Add(new Vector3(v.x / _Radius.x, v.y / _Radius.y, v.z / _Radius.z).magnitude);
- }
- while (ScaleDistance.Count < PointMaxCount)
- ScaleDistance.Add(0);
- float average = 0;
- foreach (var i in ScaleDistance)
- average += i;
- average /= ScaleDistance.Count;
- float variance = 0;
- foreach (var i in ScaleDistance)
- variance += Mathf.Pow(average - i, 2);
- variance /= ScaleDistance.Count;
- return Mathf.Pow((1 - variance / average), 10) * PointMaxCount;
- //return variance;
- }
- }
- public class o09Axis
- {
- static Vector3 AccIdentity = new Vector3(0, -1, 0);
- static Vector3 MagIdentity = new Vector3(-1, 2, 0).normalized;
- public class State
- {
- public long TimeGap;
- public Vector3 Acc = AccIdentity;
- public Vector3 Gyr;
- public Vector3 Mag = MagIdentity;
- public Quaternion Qua;
- 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);
- List<State> States = new List<State>();
- Vector3 AccOld;
- Vector3 GyrOld;
- Vector3 MagOld;
- long TimeGapOld;
- /////////////////////g degree/ms
- public Quaternion Update(Vector3 AccOld, Vector3 GyrOld, Vector3 MagOld, long TimeGapOld)
- {
- var Acc = this.AccOld;
- var Gyr = this.GyrOld;
- var Mag = this.MagOld;
- float TimeGap = (TimeGapOld + this.TimeGapOld) / 2;
- 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 > 2)
- States.RemoveAt(0);
- var state = States.Last();
- state.Acc = Acc;
- state.Gyr = Gyr;
- state.Mag = Mag;
- 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 + 0.00000002331017 * TimeGap + Math.Pow((Gyr * TimeGap).magnitude * 0.03, 2);// 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(0.01, Math.Pow((Acc.magnitude - 9.8) / 9.8 * AccLengthToAngle, 4) + Math.Pow(Math.Max(Gyr.magnitude, Vector3.Angle(Acc, Last.Acc) / TimeGap) * 20, 2));
- double MagVariance = Math.Max(3.5, Math.Pow((Mag.magnitude - 1) / 1 * MagLengthToAngle, 4) + Math.Pow(Vector3.Angle(Mag, Last.Mag) * 0.07, 2));
- state.Variance = GyrVariance;
- state.Variance = state.Variance * (AccVariance+ MagVariance) / (state.Variance + (AccVariance + MagVariance));
- var quaAccMag = o0Project.o0.FormQuaternion(AccIdentity, MagIdentity, Acc, Mag, (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;
- var quaSecondRate = (quaMaxRate - quaMinRate) / (1 - quaMinRate);
- state.Qua = AccVariance < MagVariance ? o0Project.o0.FormQuaternion(quaFirst, AccIdentity, Acc, (float)quaSecondRate) : o0Project.o0.FormQuaternion(quaFirst, MagIdentity, Mag, (float)quaSecondRate);
-
- return state.Qua;
- }
- public void SetIdentity()
- {
- AccIdentity = AccOld;
- MagIdentity = MagOld;
- States.Last().Qua = Quaternion.identity;
- }
- }
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