o09Axis.cs 14 KB

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  1. using ArduinoBluetoothAPI;
  2. using System;
  3. using System.Collections.Generic;
  4. using System.Linq;
  5. using UnityEngine;
  6. using UnityEngine.UI;
  7. public class o0Vector3Filter
  8. {
  9. Vector3 state = default;
  10. float Variance = 1;
  11. public Vector3 Update(Vector3 v)
  12. {
  13. if (state == default)
  14. return state = v;
  15. Variance += 10;
  16. float mVariance = 1;
  17. state = Vector3.Lerp(state, v, mVariance/ (Variance + mVariance));
  18. Variance = Variance * mVariance / (Variance + mVariance);
  19. return state;
  20. }
  21. }
  22. public class o0MagneticCalibraterSimple//默认在无磁干扰环境下,有磁干扰则无法保证效果
  23. {
  24. public Vector3 _Center = Vector3.zero;
  25. //Vector3 Center = new Vector3(0,0,0);
  26. public Vector3 _Radius = new Vector3(2, 2, 2);
  27. public o0Project.Vector3f Center
  28. {
  29. get
  30. {
  31. return new o0Project.Vector3f(_Center.x, _Center.y, _Center.z);
  32. }
  33. set
  34. {
  35. _Center = new Vector3(value.x, value.y, value.z);
  36. }
  37. }
  38. public o0Project.Vector3f Radius
  39. {
  40. get
  41. {
  42. return new o0Project.Vector3f(_Radius.x, _Radius.y, _Radius.z);
  43. }
  44. set
  45. {
  46. _Radius = new Vector3(value.x, value.y, value.z);
  47. }
  48. }
  49. public o0MagneticCalibraterSimple()
  50. {
  51. //Calibration = true;
  52. }
  53. public o0MagneticCalibraterSimple(o0Project.Vector3f Center, o0Project.Vector3f Radius)
  54. {
  55. this.Center = Center;
  56. this.Radius = Radius;
  57. }
  58. Vector3 Min = new Vector3(float.MinValue, float.MinValue, float.MinValue);
  59. Vector3 Max = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
  60. public bool Calibration
  61. {
  62. get
  63. {
  64. return !(Min == new Vector3(float.MinValue, float.MinValue, float.MinValue) && Max == new Vector3(float.MaxValue, float.MaxValue, float.MaxValue));
  65. }
  66. set
  67. {
  68. if (value == true)
  69. {
  70. Min = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
  71. Max = new Vector3(float.MinValue, float.MinValue, float.MinValue);
  72. }
  73. else
  74. {
  75. Min = new Vector3(float.MinValue, float.MinValue, float.MinValue);
  76. Max = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
  77. }
  78. }
  79. }
  80. public System.Random r = new System.Random();
  81. public Vector3 Update(Vector3 v)
  82. {
  83. if (v.magnitude > 30)
  84. Debug.Log(v);
  85. if (Calibration)
  86. {
  87. if (Min.x > v.x)
  88. Min.x = v.x;
  89. if (Min.y > v.y)
  90. Min.y = v.y;
  91. if (Min.z > v.z)
  92. Min.z = v.z;
  93. if (Max.x < v.x)
  94. Max.x = v.x;
  95. if (Max.y < v.y)
  96. Max.y = v.y;
  97. if (Max.z < v.z)
  98. Max.z = v.z;
  99. _Center = (Max + Min) / 2;
  100. _Radius = (Max - Min) / 2;
  101. return v;
  102. }
  103. v -= _Center;
  104. v = new Vector3(v.x / _Radius.x, v.y / _Radius.y, v.z / _Radius.z);
  105. return v;
  106. }
  107. public float CalibratCompletionPercentage()
  108. {
  109. return 0;
  110. }
  111. }
  112. public class o0MagneticCalibrater//默认在无磁干扰环境下,有磁干扰则无法保证效果
  113. {
  114. public Vector3 _Center = Vector3.zero;
  115. //Vector3 Center = new Vector3(0,0,0);
  116. public Vector3 _Radius = new Vector3(2, 2, 2);
  117. public o0Project.Vector3f Center
  118. {
  119. get
  120. {
  121. return new o0Project.Vector3f(_Center.x, _Center.y, _Center.z);
  122. }
  123. set
  124. {
  125. _Center = new Vector3(value.x, value.y, value.z);
  126. }
  127. }
  128. public o0Project.Vector3f Radius
  129. {
  130. get
  131. {
  132. return new o0Project.Vector3f(_Radius.x, _Radius.y, _Radius.z);
  133. }
  134. set
  135. {
  136. _Radius = new Vector3(value.x, value.y, value.z);
  137. }
  138. }
  139. public o0MagneticCalibrater()
  140. {
  141. //Calibration = true;
  142. }
  143. public o0MagneticCalibrater(o0Project.Vector3f Center, o0Project.Vector3f Radius)
  144. {
  145. this.Center = Center;
  146. this.Radius = Radius;
  147. }
  148. HashSet<Vector3> Point = default;
  149. int PointMaxCount = 50;
  150. Dictionary<(Vector3, Vector3), float> Distance = default;
  151. public void AddPoint(Vector3 v)
  152. {
  153. if (Point.Contains(v))
  154. return;
  155. foreach (var i in Point)
  156. Distance.Add((i, v), Vector3.Distance(v, i));
  157. Point.Add(v);
  158. }
  159. public void RemovePoint(Vector3 v)
  160. {
  161. Point.Remove(v);
  162. foreach (var i in Point)
  163. {
  164. Distance.Remove((v, i));
  165. Distance.Remove((i, v));
  166. }
  167. }
  168. public float TotalDistance(Vector3 v)
  169. {
  170. float t = 0;
  171. foreach (var i in Point)
  172. {
  173. if (Distance.ContainsKey((i, v)))
  174. {
  175. t += Distance[(i, v)];
  176. continue;
  177. }
  178. else if (Distance.ContainsKey((v, i)))
  179. {
  180. t += Distance[(v, i)];
  181. continue;
  182. }
  183. }
  184. return t;
  185. }
  186. public Vector3 MinDistancePoint()
  187. {
  188. Vector3 minV = default;
  189. float minD = float.MaxValue;
  190. foreach (var i in Point)
  191. {
  192. float d = TotalDistance(i);
  193. if (minV == default || minD > d)
  194. {
  195. minD = d;
  196. minV = i;
  197. }
  198. }
  199. return minV;
  200. }
  201. public Vector3 RadiusScale()
  202. {
  203. Vector3 min = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
  204. Vector3 max = new Vector3(float.MinValue, float.MinValue, float.MinValue);
  205. foreach (var i in Point)
  206. {
  207. if (min.x > i.x)
  208. min.x = i.x;
  209. if (min.y > i.y)
  210. min.y = i.y;
  211. if (min.z > i.z)
  212. min.z = i.z;
  213. if (max.x < i.x)
  214. max.x = i.x;
  215. if (max.y < i.y)
  216. max.y = i.y;
  217. if (max.z < i.z)
  218. max.z = i.z;
  219. }
  220. return (max - min) / 2;
  221. }
  222. public bool Calibration
  223. {
  224. get
  225. {
  226. return Distance != null;
  227. }
  228. set
  229. {
  230. if (value == true)
  231. {
  232. Point = new HashSet<Vector3>();
  233. Distance = new Dictionary<(Vector3, Vector3), float>();
  234. }
  235. else
  236. {
  237. Distance = null;
  238. }
  239. }
  240. }
  241. public System.Random r = new System.Random();
  242. public Vector3 Update(Vector3 v)
  243. {
  244. if (v.magnitude > 30)
  245. Debug.Log(v);
  246. if (Calibration)
  247. {
  248. AddPoint(v);
  249. if (Point.Count > PointMaxCount)
  250. {
  251. RemovePoint(MinDistancePoint());
  252. _Radius = RadiusScale();
  253. }
  254. Vector3 randomV = Point.ElementAt(r.Next(Point.Count));
  255. var scaledCenter = new Vector3(_Center.x / _Radius.x, _Center.y / _Radius.y, _Center.z / _Radius.z);
  256. var scaledV = new Vector3(randomV.x / _Radius.x, randomV.y / _Radius.y, randomV.z / _Radius.z);
  257. float diff = Vector3.Distance(scaledCenter, scaledV) - 1;
  258. scaledCenter += (scaledV - scaledCenter).normalized * diff * 0.1f;
  259. _Center = new Vector3(scaledCenter.x * _Radius.x, scaledCenter.y * _Radius.y, scaledCenter.z * _Radius.z);
  260. }
  261. /*
  262. if (diff > 0)
  263. {
  264. Center -= v * diff;
  265. }
  266. else
  267. {
  268. }/**/
  269. //Point.Add(v);
  270. //Debug.Log(v.magnitude);
  271. v -= _Center;
  272. v = new Vector3(v.x / _Radius.x, v.y / _Radius.y, v.z / _Radius.z);
  273. return v;
  274. }
  275. public float CalibratCompletionPercentage()
  276. {
  277. if (Point == null)
  278. return 0;
  279. List<float> ScaleDistance = new List<float>();
  280. foreach (var i in Point)
  281. {
  282. var v = i - _Center;
  283. ScaleDistance.Add(new Vector3(v.x / _Radius.x, v.y / _Radius.y, v.z / _Radius.z).magnitude);
  284. }
  285. while (ScaleDistance.Count < PointMaxCount)
  286. ScaleDistance.Add(0);
  287. float average = 0;
  288. foreach (var i in ScaleDistance)
  289. average += i;
  290. average /= ScaleDistance.Count;
  291. float variance = 0;
  292. foreach (var i in ScaleDistance)
  293. variance += Mathf.Pow(average - i, 2);
  294. variance /= ScaleDistance.Count;
  295. return Mathf.Pow((1 - variance / average), 10) * 100;
  296. //return variance;
  297. }
  298. }
  299. public class o0GyrCalibrater
  300. {
  301. public Vector3 _Average = Vector3.zero;
  302. public long Count = -1;
  303. public bool Calibration
  304. {
  305. get
  306. {
  307. return Count != -1;
  308. }
  309. set
  310. {
  311. if (value)
  312. Count = 0;
  313. else
  314. Count = -1;
  315. }
  316. }
  317. public o0Project.Vector3f Average
  318. {
  319. get
  320. {
  321. return new o0Project.Vector3f(_Average.x, _Average.y, _Average.z);
  322. }
  323. set
  324. {
  325. _Average = new Vector3(value.x, value.y, value.z);
  326. }
  327. }
  328. public o0GyrCalibrater()
  329. {
  330. }
  331. public o0GyrCalibrater(o0Project.Vector3f Average)
  332. {
  333. this.Average = Average;
  334. }
  335. public Vector3 Update(Vector3 v)
  336. {
  337. if (Calibration)
  338. _Average += (v - _Average) / ++Count;
  339. v -= _Average;
  340. if (v.magnitude < 0.0002)
  341. return Vector3.zero;
  342. return v;
  343. }
  344. }
  345. public class o09Axis
  346. {
  347. static Vector3 AccIdentity = new Vector3(0, -1, 0);
  348. static Vector3 MagIdentity = new Vector3(-1, 2, 0).normalized;
  349. public class State
  350. {
  351. public long TimeGap;
  352. public Vector3 Acc = AccIdentity;
  353. public Vector3 Gyr;
  354. public Vector3 Mag = MagIdentity;
  355. public Quaternion Qua;
  356. public double Variance = 1;
  357. }
  358. o0Project.Variance HardwareVarianceGyr = new o0Project.Variance(1000);
  359. o0Project.Variance HardwareVarianceAcc = new o0Project.Variance(1000);
  360. o0Project.Variance HardwareVarianceMag = new o0Project.Variance(1000);
  361. public List<State> States = new List<State>();
  362. Vector3 AccOld;
  363. Vector3 GyrOld;
  364. Vector3 MagOld;
  365. long TimeGapOld;
  366. /////////////////////g degree/ms
  367. public Quaternion Update(Vector3 AccOld, Vector3 GyrOld, Vector3 MagOld, long TimeGapOld)
  368. {
  369. var Acc = this.AccOld;
  370. var Gyr = this.GyrOld;
  371. var Mag = this.MagOld;
  372. float TimeGap = (TimeGapOld + this.TimeGapOld) / 2;
  373. this.AccOld = AccOld;
  374. this.GyrOld = GyrOld;
  375. this.MagOld = MagOld;
  376. this.TimeGapOld = TimeGapOld;
  377. var Last = States.LastOrDefault() ?? new State();
  378. if (this.TimeGapOld <= 0)
  379. return Last.Qua;
  380. States.Add(new State());
  381. if (States.Count > 200)
  382. States.RemoveAt(0);
  383. var state = States.Last();
  384. state.Acc = Acc;
  385. state.Gyr = Gyr;
  386. state.Mag = Mag;
  387. HardwareVarianceGyr.Update((Gyr).magnitude);//每毫秒方差2.331017E-09 度左右 0.00000002331017
  388. HardwareVarianceAcc.Update(Vector3.Angle(state.Acc, Last.Acc));//方差0.0012度左右
  389. HardwareVarianceMag.Update(Vector3.Angle(state.Mag, Last.Mag));//方差3.5度左右
  390. var LastQuaternion = Last.Qua;
  391. var newQua = new Quaternion();
  392. newQua.eulerAngles = Gyr * TimeGap;
  393. var quaGyr = LastQuaternion * newQua;
  394. double AccLengthToAngle = 5;//1倍引力差相当于多少度方差
  395. double MagLengthToAngle = 5;//1倍磁力差相当于多少度方差
  396. 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
  397. 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));
  398. double MagVariance = Math.Max(3.5, Math.Pow((Mag.magnitude - 1) / 1 * MagLengthToAngle, 4) + Math.Pow(Vector3.Angle(Mag, Last.Mag) * 0.07, 2));
  399. state.Variance = GyrVariance;
  400. state.Variance = state.Variance * (AccVariance+ MagVariance) / (state.Variance + (AccVariance + MagVariance));
  401. var quaAccMag = o0Project.o0.FormQuaternion(AccIdentity, MagIdentity, Acc, Mag, (float)(AccVariance / (AccVariance + MagVariance)));
  402. var quaMinRate = GyrVariance / (GyrVariance + Math.Max(AccVariance, MagVariance));
  403. var quaMaxRate = GyrVariance / (GyrVariance + Math.Min(AccVariance, MagVariance));
  404. Quaternion quaFirst = Quaternion.Slerp(quaGyr, quaAccMag, (float)quaMinRate).normalized;
  405. var quaSecondRate = (quaMaxRate - quaMinRate) / (1 - quaMinRate);
  406. state.Qua = AccVariance < MagVariance ? o0Project.o0.FormQuaternion(quaFirst, AccIdentity, Acc, (float)quaSecondRate) : o0Project.o0.FormQuaternion(quaFirst, MagIdentity, Mag, (float)quaSecondRate);
  407. return state.Qua;
  408. }
  409. public void SetIdentity()
  410. {
  411. AccIdentity = AccOld;
  412. MagIdentity = MagOld;
  413. States.Last().Qua = Quaternion.identity;
  414. States.Last().Variance = 0.0000001;
  415. }
  416. public void SetIdentityAccordingToRecords()
  417. {
  418. AccIdentity = Vector3.zero;
  419. foreach (var i in States)
  420. AccIdentity += i.Acc;
  421. AccIdentity /= States.Count;
  422. MagIdentity = Vector3.zero;
  423. foreach (var i in States)
  424. MagIdentity += i.Mag;
  425. MagIdentity /= States.Count;
  426. States.Last().Qua = Quaternion.identity;
  427. States.Last().Variance = 0.0000001;
  428. }
  429. }