o09Axis.cs 25 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using UnityEngine;
  5. using Newtonsoft.Json;
  6. using MathNet;
  7. using MathNet.Numerics.LinearAlgebra;
  8. public class o0Vector3Filter
  9. {
  10. Vector3 state = default;
  11. float Variance = 1;
  12. public Vector3 Update(Vector3 v)
  13. {
  14. if (state == default)
  15. return state = v;
  16. Variance += 10;
  17. float mVariance = 1;
  18. state = Vector3.Lerp(state, v, mVariance/ (Variance + mVariance));
  19. Variance = Variance * mVariance / (Variance + mVariance);
  20. return state;
  21. }
  22. }
  23. public class o0MagneticCalibraterEllipsoidFitting//默认在无磁干扰环境下,有磁干扰则无法保证效果
  24. {
  25. [JsonIgnore]
  26. public Vector3 _Center = Vector3.zero;
  27. [JsonIgnore]
  28. Matrix<double> _CorrectMatrix = null;
  29. public o0Project.Vector3f Center
  30. {
  31. get
  32. {
  33. return new o0Project.Vector3f(_Center.x, _Center.y, _Center.z);
  34. }
  35. set
  36. {
  37. _Center = new Vector3(value.x, value.y, value.z);
  38. }
  39. }
  40. public double[] CorrectMatrix
  41. {
  42. get
  43. {
  44. if (_CorrectMatrix == null)
  45. return default;
  46. var m = new double[9];
  47. for (var i = 0; i < 3; ++i)
  48. for (var j = 0; j < 3; ++j)
  49. m[j + i * 3] = _CorrectMatrix[i,j];
  50. return m;
  51. }
  52. set
  53. {
  54. _CorrectMatrix = CreateMatrix.Dense<double>(3,3);
  55. for (var i = 0; i < 3; ++i)
  56. for (var j = 0; j < 3; ++j)
  57. _CorrectMatrix[i, j] = value[j + i * 3];
  58. }
  59. }
  60. public o0MagneticCalibraterEllipsoidFitting()
  61. {
  62. //Calibration = true;
  63. }
  64. public o0MagneticCalibraterEllipsoidFitting(o0Project.Vector3f Center, double[] CorrectMatrix)
  65. {
  66. this.Center = Center;
  67. this.CorrectMatrix = CorrectMatrix;
  68. }
  69. [JsonIgnore]
  70. List<Vector3> records = null;
  71. [JsonIgnore]
  72. public Vector3 _Radius = default;
  73. [JsonIgnore]
  74. public bool Calibration
  75. {
  76. get
  77. {
  78. return records != null;
  79. }
  80. set
  81. {
  82. if (value == true)
  83. {
  84. records = new List<Vector3>();
  85. }
  86. else
  87. {
  88. int mag_data_counter = records.Count; //mag数据数量
  89. double mag_x, mag_y, mag_z;
  90. var mat_D = CreateMatrix.Dense<double>(mag_data_counter, 9);
  91. //读取mag
  92. for (int i = 0; i < mag_data_counter; i++)
  93. {
  94. //mag_x_y_z赋值
  95. mag_x = records[i].x;
  96. mag_y = records[i].y;
  97. mag_z = records[i].z;
  98. mat_D[i, 0] = mag_x * mag_x;
  99. mat_D[i, 1] = mag_y * mag_y;
  100. mat_D[i, 2] = mag_z * mag_z;
  101. mat_D[i, 3] = 2 * mag_x * mag_y;
  102. mat_D[i, 4] = 2 * mag_x * mag_z;
  103. mat_D[i, 5] = 2 * mag_y * mag_z;
  104. mat_D[i, 6] = 2 * mag_x;
  105. mat_D[i, 7] = 2 * mag_y;
  106. mat_D[i, 8] = 2 * mag_z;
  107. }
  108. var mat_DT = mat_D.Transpose();
  109. var mat_Ones = CreateMatrix.Dense<double>(mag_data_counter, 1, 1.0);
  110. var mat_Result = (mat_DT * mat_D).Inverse() * (mat_DT * mat_Ones);
  111. var mat_A_4x4 = CreateMatrix.Dense<double>(4, 4);
  112. mat_A_4x4[0, 0] = mat_Result[0, 0];
  113. mat_A_4x4[0, 1] = mat_Result[3, 0];
  114. mat_A_4x4[0, 2] = mat_Result[4, 0];
  115. mat_A_4x4[0, 3] = mat_Result[6, 0];
  116. mat_A_4x4[1, 0] = mat_Result[3, 0];
  117. mat_A_4x4[1, 1] = mat_Result[1, 0];
  118. mat_A_4x4[1, 2] = mat_Result[5, 0];
  119. mat_A_4x4[1, 3] = mat_Result[7, 0];
  120. mat_A_4x4[2, 0] = mat_Result[4, 0];
  121. mat_A_4x4[2, 1] = mat_Result[5, 0];
  122. mat_A_4x4[2, 2] = mat_Result[2, 0];
  123. mat_A_4x4[2, 3] = mat_Result[8, 0];
  124. mat_A_4x4[3, 0] = mat_Result[6, 0];
  125. mat_A_4x4[3, 1] = mat_Result[7, 0];
  126. mat_A_4x4[3, 2] = mat_Result[8, 0];
  127. mat_A_4x4[3, 3] = -1.0;
  128. var mat_Center = -((mat_A_4x4.SubMatrix(0, 3, 0, 3)).Inverse() * mat_Result.SubMatrix(6, 3, 0, 1));
  129. //椭球圆心 //分块,从0,0开始的3*3的矩阵
  130. var mat_T_4x4 = CreateMatrix.DenseIdentity<double>(4, 4);
  131. mat_T_4x4.SetSubMatrix(3, 1, 0, 3, mat_Center.Transpose());
  132. var mat_R = mat_T_4x4 * mat_A_4x4 * mat_T_4x4.Transpose();
  133. var evd = mat_R.SubMatrix(0, 3, 0, 3) / -mat_R[3, 3];
  134. var eig = evd.Evd();
  135. var mat_Eigval = CreateVector.Dense<double>(3);
  136. var mat_Evecs = eig.EigenVectors;
  137. mat_Eigval[0] = eig.EigenValues[0].Real; //特征值的实部
  138. mat_Eigval[1] = eig.EigenValues[1].Real;
  139. mat_Eigval[2] = eig.EigenValues[2].Real;
  140. var mat_Radii = mat_Eigval.Map(delegate (double x)
  141. {
  142. return 1.0 / Math.Sqrt(Math.Abs(x));
  143. }); //椭球半径,特征值倒数后开方
  144. var mat_Scale = CreateMatrix.DenseIdentity<double>(3, 3);
  145. mat_Scale[0, 0] = mat_Radii[0];
  146. mat_Scale[1, 1] = mat_Radii[1];
  147. mat_Scale[2, 2] = mat_Radii[2];
  148. //double min_Radii = mat_Radii.Minimum(); //返回最小的元素
  149. mat_Scale = mat_Scale.Inverse();// * min_Radii;
  150. var mat_Correct = mat_Evecs * mat_Scale * mat_Evecs.Transpose();
  151. //_Center = new Vector3((float)mat_Center[0], (float)mat_Center[1], (float)mat_Center[2]);
  152. Debug.Log("The Ellipsoid center is:" + mat_Center.ToString());
  153. Debug.Log("The Ellipsoid radii is:" + mat_Radii.ToString());
  154. Debug.Log("The scale matrix is:" + mat_Scale.ToString());
  155. Debug.Log("The correct matrix is:" + mat_Correct.ToString());
  156. _Center = new Vector3((float)mat_Center[0, 0], (float)mat_Center[1, 0], (float)mat_Center[2, 0]);
  157. _Radius = new Vector3((float)mat_Radii[0], (float)mat_Radii[1], (float)mat_Radii[2]);
  158. this._CorrectMatrix = mat_Correct;
  159. /*
  160. {
  161. var textV = new o0Project.Variance(records.Count);
  162. foreach (var i in records)
  163. {
  164. var v = i - new Vector3((float)mat_Center[0, 0], (float)mat_Center[1, 0], (float)mat_Center[2, 0]);
  165. var MathNetV = CreateVector.Dense<double>(3);
  166. MathNetV[0] = v.x;
  167. MathNetV[1] = v.y;
  168. MathNetV[2] = v.z;
  169. //MathNetV = (MathNetV * mat_Scale) * mat_Correct;
  170. MathNetV = (MathNetV) * mat_Correct;
  171. v = new Vector3((float)MathNetV[0], (float)MathNetV[1], (float)MathNetV[2]);
  172. textV.Update(v.magnitude);
  173. }
  174. Debug.Log(textV.Value);
  175. }
  176. {
  177. var textV = new o0Project.Variance(records.Count);
  178. foreach (var i in records)
  179. {
  180. var v = i;
  181. var MathNetV = CreateVector.Dense<double>(3);
  182. MathNetV[0] = v.x;
  183. MathNetV[1] = v.y;
  184. MathNetV[2] = v.z;
  185. //MathNetV = (MathNetV * mat_Scale) * mat_Correct;
  186. MathNetV = (MathNetV) * mat_Correct;
  187. v = new Vector3((float)MathNetV[0], (float)MathNetV[1], (float)MathNetV[2]) - new Vector3((float)mat_Center[0, 0], (float)mat_Center[1, 0], (float)mat_Center[2, 0]);
  188. textV.Update(v.magnitude);
  189. }
  190. Debug.Log(textV.Value);
  191. }
  192. {
  193. var textV = new o0Project.Variance(records.Count);
  194. foreach (var i in records)
  195. {
  196. var v = i - new Vector3((float)mat_Center[0, 0], (float)mat_Center[1, 0], (float)mat_Center[2, 0]);
  197. var MathNetV = CreateVector.Dense<double>(3);
  198. MathNetV[0] = v.x;
  199. MathNetV[1] = v.y;
  200. MathNetV[2] = v.z;
  201. MathNetV = (MathNetV * mat_Scale) * mat_Correct;
  202. v = new Vector3((float)MathNetV[0], (float)MathNetV[1], (float)MathNetV[2]);
  203. textV.Update(v.magnitude);
  204. }
  205. Debug.Log(textV.Value);
  206. }
  207. {
  208. var textV = new o0Project.Variance(records.Count);
  209. foreach (var i in records)
  210. {
  211. var v = i - new Vector3((float)mat_Center[0, 0], (float)mat_Center[1, 0], (float)mat_Center[2, 0]);
  212. var MathNetV = CreateVector.Dense<double>(3);
  213. MathNetV[0] = v.x;
  214. MathNetV[1] = v.y;
  215. MathNetV[2] = v.z;
  216. MathNetV = (MathNetV * mat_Correct) * mat_Scale;
  217. v = new Vector3((float)MathNetV[0], (float)MathNetV[1], (float)MathNetV[2]);
  218. textV.Update(v.magnitude);
  219. }
  220. Debug.Log(textV.Value);
  221. }
  222. {
  223. var textV = new o0Project.Variance(records.Count);
  224. foreach (var i in records)
  225. {
  226. var v = i - new Vector3((float)mat_Center[0, 0], (float)mat_Center[1, 0], (float)mat_Center[2, 0]);
  227. var MathNetV = CreateVector.Dense<double>(3);
  228. MathNetV[0] = v.x;
  229. MathNetV[1] = v.y;
  230. MathNetV[2] = v.z;
  231. MathNetV = MathNetV * mat_Scale;
  232. v = new Vector3((float)MathNetV[0], (float)MathNetV[1], (float)MathNetV[2]);
  233. textV.Update(v.magnitude);
  234. }
  235. Debug.Log(textV.Value);
  236. }
  237. {
  238. var textV = new o0Project.Variance(records.Count);
  239. foreach (var i in records)
  240. {
  241. var v = i - new Vector3((float)mat_Center[0, 0]/ (float)mat_Radii[0], (float)mat_Center[1, 0]/(float)mat_Radii[1], (float)mat_Center[2, 0]/(float)mat_Radii[2]);
  242. textV.Update(v.magnitude);
  243. }
  244. Debug.Log(textV.Value);
  245. }
  246. {
  247. var textV = new o0Project.Variance(records.Count);
  248. foreach (var i in records)
  249. {
  250. var v = i -new Vector3((float)mat_Center[0, 0], (float)mat_Center[1, 0], (float)mat_Center[2, 0]);
  251. textV.Update(v.magnitude);
  252. }
  253. Debug.Log(textV.Value);
  254. }/**/
  255. records = null;
  256. }
  257. }
  258. }
  259. public Vector3 Update(Vector3 v)
  260. {
  261. if (v.magnitude > 30)
  262. Debug.Log(v);
  263. if (Calibration)
  264. {
  265. records.Add(v);
  266. return v;
  267. }
  268. if(_CorrectMatrix != null)
  269. {
  270. v -= _Center;
  271. var MathNetV = CreateVector.Dense<double>(3);
  272. MathNetV[0] = v.x;
  273. MathNetV[1] = v.y;
  274. MathNetV[2] = v.z;
  275. //MathNetV = (MathNetV * mat_Scale) * mat_Correct;
  276. MathNetV = (MathNetV) * _CorrectMatrix;
  277. v = new Vector3((float)MathNetV[0], (float)MathNetV[1], (float)MathNetV[2]);
  278. //Debug.Log(v.magnitude);
  279. return v;
  280. }
  281. return v;
  282. }
  283. public float CalibratCompletionPercentage()
  284. {
  285. return 0;
  286. }
  287. }
  288. public class o0MagneticCalibraterSimple//默认在无磁干扰环境下,有磁干扰则无法保证效果
  289. {
  290. public Vector3 _Center = Vector3.zero;
  291. //Vector3 Center = new Vector3(0,0,0);
  292. public Vector3 _Radius = new Vector3(2, 2, 2);
  293. public o0Project.Vector3f Center
  294. {
  295. get
  296. {
  297. return new o0Project.Vector3f(_Center.x, _Center.y, _Center.z);
  298. }
  299. set
  300. {
  301. _Center = new Vector3(value.x, value.y, value.z);
  302. }
  303. }
  304. public o0Project.Vector3f Radius
  305. {
  306. get
  307. {
  308. return new o0Project.Vector3f(_Radius.x, _Radius.y, _Radius.z);
  309. }
  310. set
  311. {
  312. _Radius = new Vector3(value.x, value.y, value.z);
  313. }
  314. }
  315. public o0MagneticCalibraterSimple()
  316. {
  317. //Calibration = true;
  318. }
  319. public o0MagneticCalibraterSimple(o0Project.Vector3f Center, o0Project.Vector3f Radius)
  320. {
  321. this.Center = Center;
  322. this.Radius = Radius;
  323. }
  324. Vector3 Min = new Vector3(float.MinValue, float.MinValue, float.MinValue);
  325. Vector3 Max = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
  326. public bool Calibration
  327. {
  328. get
  329. {
  330. return !(Min == new Vector3(float.MinValue, float.MinValue, float.MinValue) && Max == new Vector3(float.MaxValue, float.MaxValue, float.MaxValue));
  331. }
  332. set
  333. {
  334. if (value == true)
  335. {
  336. Min = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
  337. Max = new Vector3(float.MinValue, float.MinValue, float.MinValue);
  338. }
  339. else
  340. {
  341. Min = new Vector3(float.MinValue, float.MinValue, float.MinValue);
  342. Max = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
  343. }
  344. }
  345. }
  346. public Vector3 Update(Vector3 v)
  347. {
  348. if (v.magnitude > 30)
  349. Debug.Log(v);
  350. if (Calibration)
  351. {
  352. if (Min.x > v.x)
  353. Min.x = v.x;
  354. if (Min.y > v.y)
  355. Min.y = v.y;
  356. if (Min.z > v.z)
  357. Min.z = v.z;
  358. if (Max.x < v.x)
  359. Max.x = v.x;
  360. if (Max.y < v.y)
  361. Max.y = v.y;
  362. if (Max.z < v.z)
  363. Max.z = v.z;
  364. _Center = (Max + Min) / 2;
  365. _Radius = (Max - Min) / 2;
  366. return v;
  367. }
  368. v -= _Center;
  369. v = new Vector3(v.x / _Radius.x, v.y / _Radius.y, v.z / _Radius.z);
  370. return v;
  371. }
  372. public float CalibratCompletionPercentage()
  373. {
  374. return 0;
  375. }
  376. }
  377. public class o0MagneticCalibrater//默认在无磁干扰环境下,有磁干扰则无法保证效果
  378. {
  379. public Vector3 _Center = Vector3.zero;
  380. //Vector3 Center = new Vector3(0,0,0);
  381. public Vector3 _Radius = new Vector3(2, 2, 2);
  382. public o0Project.Vector3f Center
  383. {
  384. get
  385. {
  386. return new o0Project.Vector3f(_Center.x, _Center.y, _Center.z);
  387. }
  388. set
  389. {
  390. _Center = new Vector3(value.x, value.y, value.z);
  391. }
  392. }
  393. public o0Project.Vector3f Radius
  394. {
  395. get
  396. {
  397. return new o0Project.Vector3f(_Radius.x, _Radius.y, _Radius.z);
  398. }
  399. set
  400. {
  401. _Radius = new Vector3(value.x, value.y, value.z);
  402. }
  403. }
  404. public o0MagneticCalibrater()
  405. {
  406. //Calibration = true;
  407. }
  408. public o0MagneticCalibrater(o0Project.Vector3f Center, o0Project.Vector3f Radius)
  409. {
  410. this.Center = Center;
  411. this.Radius = Radius;
  412. }
  413. HashSet<Vector3> Point = default;
  414. int PointMaxCount = 50;
  415. Dictionary<(Vector3, Vector3), float> Distance = default;
  416. public void AddPoint(Vector3 v)
  417. {
  418. if (Point.Contains(v))
  419. return;
  420. foreach (var i in Point)
  421. Distance.Add((i, v), Vector3.Distance(v, i));
  422. Point.Add(v);
  423. }
  424. public void RemovePoint(Vector3 v)
  425. {
  426. Point.Remove(v);
  427. foreach (var i in Point)
  428. {
  429. Distance.Remove((v, i));
  430. Distance.Remove((i, v));
  431. }
  432. }
  433. public float TotalDistance(Vector3 v)
  434. {
  435. float t = 0;
  436. foreach (var i in Point)
  437. {
  438. if (Distance.ContainsKey((i, v)))
  439. {
  440. t += Distance[(i, v)];
  441. continue;
  442. }
  443. else if (Distance.ContainsKey((v, i)))
  444. {
  445. t += Distance[(v, i)];
  446. continue;
  447. }
  448. }
  449. return t;
  450. }
  451. public Vector3 MinDistancePoint()
  452. {
  453. Vector3 minV = default;
  454. float minD = float.MaxValue;
  455. foreach (var i in Point)
  456. {
  457. float d = TotalDistance(i);
  458. if (minV == default || minD > d)
  459. {
  460. minD = d;
  461. minV = i;
  462. }
  463. }
  464. return minV;
  465. }
  466. public Vector3 RadiusScale()
  467. {
  468. Vector3 min = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
  469. Vector3 max = new Vector3(float.MinValue, float.MinValue, float.MinValue);
  470. foreach (var i in Point)
  471. {
  472. if (min.x > i.x)
  473. min.x = i.x;
  474. if (min.y > i.y)
  475. min.y = i.y;
  476. if (min.z > i.z)
  477. min.z = i.z;
  478. if (max.x < i.x)
  479. max.x = i.x;
  480. if (max.y < i.y)
  481. max.y = i.y;
  482. if (max.z < i.z)
  483. max.z = i.z;
  484. }
  485. return (max - min) / 2;
  486. }
  487. public bool Calibration
  488. {
  489. get
  490. {
  491. return Distance != null;
  492. }
  493. set
  494. {
  495. if (value == true)
  496. {
  497. Point = new HashSet<Vector3>();
  498. Distance = new Dictionary<(Vector3, Vector3), float>();
  499. }
  500. else
  501. {
  502. Distance = null;
  503. }
  504. }
  505. }
  506. public System.Random r = new System.Random();
  507. public Vector3 Update(Vector3 v)
  508. {
  509. if (v.magnitude > 30)
  510. Debug.Log(v);
  511. if (Calibration)
  512. {
  513. AddPoint(v);
  514. if (Point.Count > PointMaxCount)
  515. {
  516. RemovePoint(MinDistancePoint());
  517. _Radius = RadiusScale();
  518. }
  519. Vector3 randomV = Point.ElementAt(r.Next(Point.Count));
  520. var scaledCenter = new Vector3(_Center.x / _Radius.x, _Center.y / _Radius.y, _Center.z / _Radius.z);
  521. var scaledV = new Vector3(randomV.x / _Radius.x, randomV.y / _Radius.y, randomV.z / _Radius.z);
  522. float diff = Vector3.Distance(scaledCenter, scaledV) - 1;
  523. scaledCenter += (scaledV - scaledCenter).normalized * diff * 0.1f;
  524. _Center = new Vector3(scaledCenter.x * _Radius.x, scaledCenter.y * _Radius.y, scaledCenter.z * _Radius.z);
  525. }
  526. /*
  527. if (diff > 0)
  528. {
  529. Center -= v * diff;
  530. }
  531. else
  532. {
  533. }/**/
  534. //Point.Add(v);
  535. //Debug.Log(v.magnitude);
  536. v -= _Center;
  537. v = new Vector3(v.x / _Radius.x, v.y / _Radius.y, v.z / _Radius.z);
  538. return v;
  539. }
  540. public float CalibratCompletionPercentage()
  541. {
  542. if (Point == null)
  543. return 0;
  544. List<float> ScaleDistance = new List<float>();
  545. foreach (var i in Point)
  546. {
  547. var v = i - _Center;
  548. ScaleDistance.Add(new Vector3(v.x / _Radius.x, v.y / _Radius.y, v.z / _Radius.z).magnitude);
  549. }
  550. while (ScaleDistance.Count < PointMaxCount)
  551. ScaleDistance.Add(0);
  552. float average = 0;
  553. foreach (var i in ScaleDistance)
  554. average += i;
  555. average /= ScaleDistance.Count;
  556. float variance = 0;
  557. foreach (var i in ScaleDistance)
  558. variance += Mathf.Pow(average - i, 2);
  559. variance /= ScaleDistance.Count;
  560. return Mathf.Pow((1 - variance / average), 10) * 100;
  561. //return variance;
  562. }
  563. }
  564. public class o0GyrCalibrater
  565. {
  566. public Vector3 _Average = Vector3.zero;
  567. public long Count = -1;
  568. public bool Calibration
  569. {
  570. get
  571. {
  572. return Count != -1;
  573. }
  574. set
  575. {
  576. if (value)
  577. Count = 0;
  578. else
  579. Count = -1;
  580. }
  581. }
  582. public o0Project.Vector3f Average
  583. {
  584. get
  585. {
  586. return new o0Project.Vector3f(_Average.x, _Average.y, _Average.z);
  587. }
  588. set
  589. {
  590. _Average = new Vector3(value.x, value.y, value.z);
  591. }
  592. }
  593. public o0GyrCalibrater()
  594. {
  595. }
  596. public o0GyrCalibrater(o0Project.Vector3f Average)
  597. {
  598. this.Average = Average;
  599. }
  600. public Vector3 Update(Vector3 v)
  601. {
  602. if (Calibration)
  603. _Average += (v - _Average) / ++Count;
  604. v -= _Average;
  605. if (v.magnitude < 0.0002)
  606. return Vector3.zero;
  607. return v;
  608. }
  609. }
  610. public class o09Axis
  611. {
  612. static Vector3 AccIdentity = new Vector3(0, -1, 0);
  613. static Vector3 MagIdentity = new Vector3(-1, 2, 0).normalized;
  614. public class State
  615. {
  616. public long TimeGap;
  617. public Vector3 Acc = AccIdentity;
  618. public Vector3 Gyr;
  619. public Vector3 Mag = MagIdentity;
  620. public Quaternion Qua;
  621. public double Variance = 1;
  622. }
  623. o0Project.Variance HardwareVarianceGyr = new o0Project.Variance(1000);
  624. o0Project.Variance HardwareVarianceAcc = new o0Project.Variance(1000);
  625. o0Project.Variance HardwareVarianceMag = new o0Project.Variance(1000);
  626. public List<State> States = new List<State>();
  627. Vector3 AccOld;
  628. Vector3 GyrOld;
  629. Vector3 MagOld;
  630. long TimeGapOld;
  631. /////////////////////g degree/ms
  632. public Quaternion Update(Vector3 AccOld, Vector3 GyrOld, Vector3 MagOld, long TimeGapOld)
  633. {
  634. var Acc = this.AccOld;
  635. var Gyr = this.GyrOld;
  636. var Mag = this.MagOld;
  637. float TimeGap = (TimeGapOld + this.TimeGapOld) / 2;
  638. this.AccOld = AccOld;
  639. this.GyrOld = GyrOld;
  640. this.MagOld = MagOld;
  641. this.TimeGapOld = TimeGapOld;
  642. var Last = States.LastOrDefault() ?? new State();
  643. if (this.TimeGapOld <= 0)
  644. return Last.Qua;
  645. States.Add(new State());
  646. if (States.Count > 200)
  647. States.RemoveAt(0);
  648. var state = States.Last();
  649. state.Acc = Acc;
  650. state.Gyr = Gyr;
  651. state.Mag = Mag;
  652. HardwareVarianceGyr.Update((Gyr).magnitude);//每毫秒方差2.331017E-09 度左右 0.00000002331017
  653. HardwareVarianceAcc.Update(Vector3.Angle(state.Acc, Last.Acc));//方差0.0012度左右
  654. HardwareVarianceMag.Update(Vector3.Angle(state.Mag, Last.Mag));//方差3.5度左右
  655. var LastQuaternion = Last.Qua;
  656. var newQua = new Quaternion();
  657. newQua.eulerAngles = Gyr * TimeGap;
  658. var quaGyr = LastQuaternion * newQua;
  659. double AccLengthToAngle = 5;//1倍引力差相当于多少度方差
  660. double MagLengthToAngle = 5;//1倍磁力差相当于多少度方差
  661. 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
  662. 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));
  663. double MagVariance = Math.Max(3.5, Math.Pow((Mag.magnitude - 1) / 1 * MagLengthToAngle, 4) + Math.Pow(Vector3.Angle(Mag, Last.Mag) * 0.07, 2));
  664. state.Variance = GyrVariance;
  665. state.Variance = state.Variance * (AccVariance+ MagVariance) / (state.Variance + (AccVariance + MagVariance));
  666. var quaAccMag = o0Project.o0.FormQuaternion(AccIdentity, MagIdentity, Acc, Mag, (float)(AccVariance / (AccVariance + MagVariance)));
  667. var quaMinRate = GyrVariance / (GyrVariance + Math.Max(AccVariance, MagVariance));
  668. var quaMaxRate = GyrVariance / (GyrVariance + Math.Min(AccVariance, MagVariance));
  669. Quaternion quaFirst = Quaternion.Slerp(quaGyr, quaAccMag, (float)quaMinRate).normalized;
  670. var quaSecondRate = (quaMaxRate - quaMinRate) / (1 - quaMinRate);
  671. state.Qua = AccVariance < MagVariance ? o0Project.o0.FormQuaternion(quaFirst, AccIdentity, Acc, (float)quaSecondRate) : o0Project.o0.FormQuaternion(quaFirst, MagIdentity, Mag, (float)quaSecondRate);
  672. return state.Qua;
  673. }
  674. public void SetIdentity()
  675. {
  676. AccIdentity = AccOld;
  677. MagIdentity = MagOld;
  678. States.Last().Qua = Quaternion.identity;
  679. States.Last().Variance = 0.0000001;
  680. }
  681. public void SetIdentityAccordingToRecords()
  682. {
  683. AccIdentity = Vector3.zero;
  684. foreach (var i in States)
  685. AccIdentity += i.Acc;
  686. AccIdentity /= States.Count;
  687. MagIdentity = Vector3.zero;
  688. foreach (var i in States)
  689. MagIdentity += i.Mag;
  690. MagIdentity /= States.Count;
  691. States.Last().Qua = Quaternion.identity;
  692. States.Last().Variance = 0.0000001;
  693. }
  694. }