o09AxisAfterXiaMenFromDll.cs 12 KB

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  1. using o0.Geometry;
  2. using System;
  3. using System.Collections.Generic;
  4. using System.Linq;
  5. using UnityEngine;
  6. using Newtonsoft.Json;
  7. namespace o0.Bow
  8. {
  9. public class o09AxisAfterXiaMenFromDll
  10. {
  11. public IMU._9AxisPreProcessor Attitude;
  12. public IMU.HardwareVariance GyrHardwareVariance;
  13. public IMU.HardwareVariance AccHardwareVariance;
  14. public IMU.HardwareVariance MagHardwareVariance;
  15. public static List<UnityEngine.Quaternion> QuaTest = new List<UnityEngine.Quaternion>();
  16. public o09AxisAfterXiaMenFromDll(Vector<int> GyrByteIndex = default, Vector<int> AccByteIndex = default, Vector<int> MagByteIndex = default)
  17. {
  18. Attitude = new IMU._9AxisPreProcessor(GyrByteIndex, AccByteIndex, MagByteIndex);
  19. GyrHardwareVariance = new IMU.HardwareVariance();
  20. AccHardwareVariance = new IMU.HardwareVariance();
  21. MagHardwareVariance = new IMU.HardwareVariance();
  22. QuaTest.Add(UnityEngine.Quaternion.identity);
  23. QuaTest.Add(UnityEngine.Quaternion.identity);
  24. }
  25. static public Vector<double> AccIdentity = new Vector<double>(0, -1, 0);
  26. static public Vector<double> MagIdentity = new Vector<double>(-1, 2, 0).Normalized;
  27. public class State
  28. {
  29. public double TimeGap;
  30. public Vector<double> Acc = AccIdentity;
  31. public Vector<double> AccSmooth = AccIdentity;
  32. public Vector<double> Gyr;
  33. public Vector<double> Mag = MagIdentity;
  34. public Vector<double> MagSmooth = MagIdentity;
  35. public double GapMS;
  36. public Geometry.Quaternion Qua = Geometry.Quaternion.Identity;
  37. public Geometry.Quaternion QuaSmooth = Geometry.Quaternion.Identity;
  38. public double Variance = 1;
  39. public double GyrVariance = 1;
  40. public double AccVariance = 1;
  41. public double MagVariance = 1;
  42. public Geometry.Quaternion QuaAccMag = Geometry.Quaternion.Identity;
  43. public int QuaAccMagCount = 0;
  44. public double AccMagVariance = 1;
  45. public double TotalVariance = 1;
  46. }
  47. public List<State> States = new List<State>();
  48. public int StatesMaxCount = 1000;
  49. public Geometry.Quaternion Update(IEnumerable<byte> gyrByte, IEnumerable<byte> accByte, IEnumerable<byte> magByte,
  50. byte min, byte sec, byte ms1, byte ms2)
  51. {
  52. var (Gyr, Acc, Mag, TimeGap) = Attitude.Update(gyrByte, accByte, magByte, min, sec, ms1, ms2);
  53. if((Gyr, Acc, Mag, TimeGap) == default)
  54. return Geometry.Quaternion.Identity;
  55. Vector<double> Buffer = default;
  56. Buffer = GyrHardwareVariance.Update(Attitude.LastGyr);
  57. if (Buffer != default)
  58. Debug.Log("GyrHardwareVariance: " + Buffer.Length);
  59. Buffer = AccHardwareVariance.Update(Acc);
  60. if (Buffer != default)
  61. Debug.Log("AccHardwareVariance: " + Buffer.Length);
  62. Buffer = MagHardwareVariance.Update(Mag);
  63. if (Buffer != default)
  64. Debug.Log("MagHardwareVariance: " + Buffer.Length);
  65. var GyrOperator = Geometry.Quaternion.Euler(Gyr * TimeGap);
  66. var Last = States.LastOrDefault() ?? new State();
  67. States.Add(new State());
  68. if (States.Count > StatesMaxCount)
  69. States.RemoveAt(0);
  70. var state = States.Last();
  71. state.Acc = Acc;
  72. //Debug.Log(Gyr.magnitude);
  73. state.Gyr = Gyr;
  74. state.Mag = Mag;/**/
  75. state.TimeGap = TimeGap;
  76. if (States.Count <= 1)
  77. return Geometry.Quaternion.Identity;
  78. return Process9Axis(Last, state);
  79. }
  80. int ShakeFrame;
  81. int AccVarianceInput;
  82. /// //////////////////向前追溯多少帧//向后多少帧计算抖动
  83. public void OnShot(int TrackBack, int ShakeFrame, int AccVarianceInput)
  84. {
  85. this.AccVarianceInput = AccVarianceInput;
  86. TrackBack = Math.Min(TrackBack, States.Count);
  87. var startI = States.Count - TrackBack;
  88. State Last = default;
  89. foreach (var i in TrackBack.Range())
  90. {
  91. var state = States[startI + i];
  92. if (Last != default)
  93. Process9Axis(Last, state);
  94. Last = state;
  95. }
  96. this.ShakeFrame = ShakeFrame;
  97. Debug.Log("OnShot");/**/
  98. }
  99. public double diff = 0.001;
  100. public Geometry.Quaternion Process9Axis(State Last, State state)
  101. {
  102. var Acc = state.Acc;
  103. var Gyr = state.Gyr;
  104. var Mag = state.Mag;
  105. double TimeGap = state.TimeGap;
  106. o0UIRawImageTester.UpdateAllOffset();
  107. var LastQuaternion = Last.Qua;
  108. var GyrOperator = Geometry.Quaternion.Euler(Gyr * TimeGap);
  109. var quaGyr = LastQuaternion * GyrOperator;
  110. //TestVector.Update9AxisRotation(GyrOperator, 1);
  111. //TestVector.SetAcc(Acc / 10, 1);
  112. //TestVector.SetMag(Mag, 1);
  113. var accTest = Geometry.Quaternion.FromToRotation(Last.Acc, Acc).Inversed;
  114. var magTest = Geometry.Quaternion.FromToRotation(Last.Mag, Mag).Inversed;
  115. //TestVector.Set9AxisRotation(Last.Qua, 3);
  116. double AccLengthToAngle = 5;//1倍引力差相当于多少度方差
  117. double MagLengthToAngle = 5;//1倍磁力差相当于多少度方差
  118. double GyrVariance = Last.Variance + Math.Pow((Gyr * TimeGap).Length * 0.3, 3) + diff;// 指数4 = 方差2 * 欧拉角旋转误差2 移动导致累计误差
  119. //double GyrVariance = Last.Variance + Math.Pow((Gyr * TimeGap).magnitude * 0.3, 3) + 0.1;// 指数4 = 方差2 * 欧拉角旋转误差2 移动导致累计误差
  120. // Debug.Log("GyrVariance==" + GyrVariance);
  121. double AccVariance = AccVarianceInput != default ? AccVarianceInput : Math.Max((Gyr * TimeGap).Length, state.Acc.Angle(Last.Acc)) * 1 + Math.Pow(Math.Abs(state.Acc.Length - 1) / 1 * AccLengthToAngle, 4);
  122. double MagVariance = 10 + Math.Pow(Math.Abs(state.Mag.Length - 1) / 1 * MagLengthToAngle, 4);/**/
  123. if (double.IsInfinity(GyrVariance))
  124. GyrVariance = double.MinValue;
  125. if (double.IsNaN(GyrVariance))
  126. GyrVariance = double.MinValue;
  127. if (double.IsNaN(AccVariance))
  128. AccVariance = double.MinValue;
  129. if (double.IsNaN(MagVariance))
  130. MagVariance = double.MinValue;
  131. state.Variance = GyrVariance;
  132. state.Variance = state.Variance * (AccVariance + MagVariance) / (state.Variance + (AccVariance + MagVariance));
  133. if (double.IsNaN(state.Variance))
  134. state.Variance = double.MinValue;
  135. var quaAccMag = Geometry.Quaternion.FormQuaternion(AccIdentity, MagIdentity, state.Acc, state.Mag, (float)(AccVariance / (AccVariance + MagVariance)));
  136. var quaMinRate = GyrVariance / (GyrVariance + Math.Max(AccVariance, MagVariance));
  137. var quaMaxRate = GyrVariance / (GyrVariance + Math.Min(AccVariance, MagVariance));
  138. Geometry.Quaternion quaFirst = Geometry.Quaternion.SLerp(quaGyr, quaAccMag, (float)quaMinRate);
  139. if (double.IsNaN(quaFirst.w))
  140. quaFirst = Last.Qua;
  141. var quaSecondRate = (quaMaxRate - quaMinRate) / (1 - quaMinRate);
  142. state.Qua = AccVariance < MagVariance ? Geometry.Quaternion.FormQuaternion(quaFirst, AccIdentity, state.Acc, (float)quaSecondRate) : Geometry.Quaternion.FormQuaternion(quaFirst, MagIdentity, state.Mag, (float)quaSecondRate);
  143. ///////////////////////////////////////////////////////////////
  144. if (double.IsNaN(state.Qua.w))
  145. state.Qua = Last.Qua;/**/
  146. state.QuaSmooth = Geometry.Quaternion.SLerp(Last.QuaSmooth, state.Qua, 0.3f);//Last.QuaSmooth - state.Qua 0 - 1
  147. //QuaTest[0] = o0Project.o0.FormQuaternion(QuaTest[0] * GyrOperator, AccIdentity, state.AccSmooth, 1);
  148. // QuaTest[0] = Geometry.Quaternion.FormQuaternion(AccIdentity, MagIdentity, state.AccSmooth, state.MagSmooth, (float)(AccVariance / (AccVariance + MagVariance))).ToUnityQuaternion();
  149. // QuaTest[1] = state.QuaAccMag.ToUnityQuaternion();
  150. //QuaTest[1] = o0Project.o0.FormQuaternion(QuaTest[1] * GyrOperator, MagIdentity, state.MagSmooth, 1);
  151. //Debug.Log(o09AxisCS.QuaTest[0]);
  152. if (ShakeFrame > 0)
  153. {
  154. --ShakeFrame;
  155. if (ShakeFrame == 0)
  156. AccVarianceInput = default;
  157. }
  158. return state.QuaSmooth;
  159. }
  160. public void Init()
  161. {
  162. States.Last().AccVariance = 1000;
  163. States.Last().GyrVariance = 1000;
  164. States.Last().MagVariance = 1000;
  165. States.Last().AccMagVariance = 1000;
  166. States.Last().TotalVariance = 1000;
  167. }
  168. public Geometry.Quaternion SetIdentity()
  169. {
  170. //UnityEngine.Quaternion qua = default;
  171. //int averageCount = Math.Min(States.Count, 5);
  172. int averageCount = Math.Min(States.Count, 50);
  173. Vector<double> aveAcc = Vector<double>.Zero;
  174. Vector<double> aveMag = Vector<double>.Zero;
  175. for (var i = States.Count - averageCount; i < States.Count; ++i)
  176. {
  177. aveAcc += States[i].Acc;
  178. aveMag += States[i].Mag;
  179. }
  180. aveAcc /= averageCount;
  181. aveMag /= averageCount;
  182. //AccIdentity = AccOld;
  183. //MagIdentity = MagOld;
  184. AccIdentity = aveAcc;
  185. MagIdentity = aveMag;
  186. //qua = o0Project.o0.FormQuaternion(Quaternion.identity, Vector3.down,AccIdentity, 1);
  187. //AccIdentity=qua*AccIdentity;
  188. //MagIdentity = qua*MagIdentity;
  189. States.Last().Qua = Geometry.Quaternion.Identity;
  190. States.Last().QuaSmooth = Geometry.Quaternion.Identity;
  191. //States.Last().Qua = qua*States.Last().Qua;//Quaternion.identity;
  192. States.Last().Variance = 0.0000001;
  193. States.Last().AccVariance = 0.0000001;
  194. States.Last().GyrVariance = 0.0000001;
  195. States.Last().MagVariance = 0.0000001;
  196. States.Last().QuaAccMag = Geometry.Quaternion.Identity;
  197. States.Last().QuaAccMagCount = 0;
  198. States.Last().AccMagVariance = 0.0000001;
  199. States.Last().TotalVariance = 0.0000001;
  200. return States.Last().Qua;
  201. }
  202. public State getLastState()
  203. {
  204. return this.States.Last();
  205. }
  206. public void LoadIdentity()
  207. {
  208. try {
  209. string magIdentityStr = PlayerPrefs.GetString("MagIdentity", "");
  210. if (magIdentityStr.Length > 0) {
  211. double[] arr = JsonConvert.DeserializeObject<double[]>(magIdentityStr);
  212. AccIdentity = new Vector<double>(arr[0], arr[1], arr[2]);
  213. }
  214. string accIdentityStr = PlayerPrefs.GetString("AccIdentity", "");
  215. if (accIdentityStr.Length > 0) {
  216. double[] arr = JsonConvert.DeserializeObject<double[]>(accIdentityStr);
  217. MagIdentity = new Vector<double>(arr[0], arr[1], arr[2]);
  218. }
  219. } catch (System.Exception e) {
  220. Debug.LogError(e.Message);
  221. Debug.LogError(e.StackTrace);
  222. }
  223. }
  224. public void SetIdentityAndSave()
  225. {
  226. SetIdentity();
  227. SaveIdentity();
  228. }
  229. private void SaveIdentity() {
  230. Vector<double> m = MagIdentity;
  231. Vector<double> a = AccIdentity;
  232. PlayerPrefs.SetString("MagIdentity",JsonConvert.SerializeObject(new double[]{
  233. m.x, m.y, m.z
  234. }));
  235. PlayerPrefs.SetString("AccIdentity", JsonConvert.SerializeObject(new double[]{
  236. a.x, a.y, a.z
  237. }));
  238. }
  239. }
  240. }