o09AxisCS.cs 6.1 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using UnityEngine;
  5. public class o09AxisCS
  6. {
  7. // static public Vector3 AccIdentity = new Vector3(0, -1, 0);
  8. // static public Vector3 MagIdentity = new Vector3(-1, 2, 0).normalized;
  9. // public class State
  10. // {
  11. // public long TimeGap;
  12. // public Vector3 Acc = AccIdentity;
  13. // public Vector3 AccSmooth = AccIdentity;
  14. // public double AccVariance = 1;
  15. // public Vector3 Gyr;
  16. // public Vector3 Mag = MagIdentity;
  17. // public Vector3 MagSmooth = MagIdentity;
  18. // public Quaternion Qua = Quaternion.identity;
  19. // public Quaternion QuaSmooth = Quaternion.identity;
  20. // public double Variance = 1;
  21. // }
  22. // o0Project.Variance HardwareVarianceGyr = new o0Project.Variance(1000);
  23. // o0Project.Variance HardwareVarianceAcc = new o0Project.Variance(1000);
  24. // o0Project.Variance HardwareVarianceMag = new o0Project.Variance(1000);
  25. // public List<State> States = new List<State>();
  26. // public Vector3 AccOld;
  27. // public Vector3 GyrOld;
  28. // public Vector3 MagOld;
  29. // public float x;
  30. // public float y;
  31. // public float z;
  32. // long TimeGapOld;
  33. // o0Aien.o0WeightedAverageFilterVector3 AccFilter = new o0Aien.o0WeightedAverageFilterVector3(5);
  34. // o0Aien.o0WeightedAverageFilterVector3 MagFilter = new o0Aien.o0WeightedAverageFilterVector3(10);
  35. // public Quaternion update(Vector3 AccOld, Vector3 GyrOld, Vector3 MagOld, long TimeGapOld)
  36. // {
  37. // o0UIRawImageTester.UpdateAllOffset();
  38. // var Acc = this.AccOld;
  39. // var Gyr = (this.GyrOld + GyrOld)/2;
  40. // var Mag = this.MagOld;
  41. // float TimeGap = this.TimeGapOld;
  42. // this.AccOld = AccOld;
  43. // this.GyrOld = GyrOld;
  44. // this.MagOld = MagOld;
  45. // this.TimeGapOld = TimeGapOld;
  46. // var Last = States.LastOrDefault() ?? new State();
  47. // if (this.TimeGapOld <= 0)
  48. // return Last.Qua;
  49. // States.Add(new State());
  50. // if (States.Count > 200)
  51. // States.RemoveAt(0);
  52. // var state = States.Last();
  53. // state.Acc = Acc;
  54. // state.AccSmooth = AccFilter.Update(Acc);
  55. // state.Gyr = Gyr;
  56. // state.Mag = Mag;/**/
  57. // state.MagSmooth = MagFilter.Update(Mag);
  58. // if (States.Count <=1)
  59. // return Quaternion.identity;
  60. // HardwareVarianceGyr.Update((Gyr).magnitude);//每毫秒方差2.331017E-09 度左右 0.00000002331017
  61. // HardwareVarianceAcc.Update(Vector3.Angle(state.Acc, Last.Acc));//方差0.0012度左右
  62. // HardwareVarianceMag.Update(Vector3.Angle(state.Mag, Last.Mag));//方差3.5度左右
  63. // var LastQuaternion = Last.Qua;
  64. // var newQua = new Quaternion();
  65. // newQua.eulerAngles = Gyr * TimeGap;
  66. // var quaGyr = LastQuaternion * newQua;
  67. // double AccLengthToAngle = 5;//1倍引力差相当于多少度方差
  68. // double MagLengthToAngle = 5;//1倍磁力差相当于多少度方差
  69. // double GyrVariance = Last.Variance + Math.Pow((Gyr * TimeGap).magnitude * 0.3,3);// 指数4 = 方差2 * 欧拉角旋转误差2 移动导致累计误差
  70. // double AccVariance = Math.Max((Gyr * TimeGap).magnitude, Vector3.Angle(state.AccSmooth, Last.AccSmooth)) * 1 + Math.Pow(Math.Abs(state.AccSmooth.magnitude - 9.8) / 9.8 * AccLengthToAngle,4);
  71. // double MagVariance = Math.Max((Gyr * TimeGap).magnitude, Vector3.Angle(state.MagSmooth, Last.MagSmooth)) * 1 + Math.Pow(Math.Abs(state.MagSmooth.magnitude - 1) / 1 * MagLengthToAngle,4);/**/
  72. // state.Variance = GyrVariance;
  73. // state.Variance = state.Variance * (AccVariance+ MagVariance) / (state.Variance + (AccVariance + MagVariance));
  74. // if (double.IsNaN(GyrVariance))
  75. // GyrVariance = double.MinValue;
  76. // if (double.IsNaN(AccVariance))
  77. // AccVariance = double.MinValue;
  78. // if (double.IsNaN(MagVariance))
  79. // MagVariance = double.MinValue;
  80. // if (double.IsNaN(state.Variance))
  81. // state.Variance = double.MinValue;
  82. // var quaAccMag = o0Project.o0.FormQuaternion(AccIdentity, MagIdentity, state.AccSmooth, state.MagSmooth, (float)(AccVariance / (AccVariance + MagVariance)));
  83. // var quaMinRate = GyrVariance / (GyrVariance + Math.Max(AccVariance, MagVariance));
  84. // var quaMaxRate = GyrVariance / (GyrVariance + Math.Min(AccVariance, MagVariance));
  85. // Quaternion quaFirst = Quaternion.Slerp(quaGyr, quaAccMag, (float)quaMinRate).normalized;
  86. // if (float.IsNaN(quaFirst.w))
  87. // quaFirst = Last.Qua;
  88. // var quaSecondRate = (quaMaxRate - quaMinRate) / (1 - quaMinRate);
  89. // state.Qua = AccVariance < MagVariance ? o0Project.o0.FormQuaternion(quaFirst, AccIdentity, state.AccSmooth, (float)quaSecondRate) : o0Project.o0.FormQuaternion(quaFirst, MagIdentity, state.MagSmooth, (float)quaSecondRate);
  90. // if (float.IsNaN(state.Qua.w))
  91. // state.Qua = Last.Qua;/**/
  92. // state.QuaSmooth = Quaternion.Slerp(Last.QuaSmooth, state.Qua, 0.3f);
  93. // var frontV = Last.Qua * Vector3.forward;
  94. // var upV = Last.Qua * Vector3.up;
  95. // x = (Mathf.Atan(upV.y / upV.z) / Mathf.PI * 180 + (upV.z < 0 ? 90:270));
  96. // y = (Mathf.Atan(frontV.z / frontV.x) / Mathf.PI * 180+(frontV.x < 0 ? 90:270));
  97. // z = (Mathf.Atan(upV.y / upV.x) / Mathf.PI * 180 + (upV.x < 0 ? 90:270));
  98. // return state.Qua;
  99. // }
  100. // public void SetIdentity()
  101. // {
  102. // Quaternion qua = default;
  103. // AccIdentity = AccOld;
  104. // MagIdentity = MagOld;
  105. // qua = o0Project.o0.FormQuaternion(Quaternion.identity, Vector3.down,AccIdentity, 1);
  106. // AccIdentity=qua*AccIdentity;
  107. // MagIdentity = qua*MagIdentity;
  108. // States.Last().Qua = Quaternion.identity;
  109. // States.Last().Qua = qua*States.Last().Qua;//Quaternion.identity;
  110. // States.Last().Variance = 0.0000001;
  111. // }
  112. // public State getLastState() {
  113. // return this.States.Last();
  114. // }
  115. // public Vector3 getGyrOld() {
  116. // return GyrOld;
  117. // }
  118. }