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- using System;
- using System.Collections.Generic;
- using System.Linq;
- using UnityEngine;
- public class o09AxisCS
- {
- // static public Vector3 AccIdentity = new Vector3(0, -1, 0);
- // static public Vector3 MagIdentity = new Vector3(-1, 2, 0).normalized;
- // public class State
- // {
- // public long TimeGap;
- // public Vector3 Acc = AccIdentity;
- // public Vector3 AccSmooth = AccIdentity;
- // public double AccVariance = 1;
- // public Vector3 Gyr;
- // public Vector3 Mag = MagIdentity;
- // public Vector3 MagSmooth = MagIdentity;
- // public Quaternion Qua = Quaternion.identity;
- // public Quaternion QuaSmooth = Quaternion.identity;
- // 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);
- // public List<State> States = new List<State>();
- // public Vector3 AccOld;
- // public Vector3 GyrOld;
- // public Vector3 MagOld;
- // public float x;
- // public float y;
- // public float z;
- // long TimeGapOld;
- // o0Aien.o0WeightedAverageFilterVector3 AccFilter = new o0Aien.o0WeightedAverageFilterVector3(5);
- // o0Aien.o0WeightedAverageFilterVector3 MagFilter = new o0Aien.o0WeightedAverageFilterVector3(10);
-
- // public Quaternion update(Vector3 AccOld, Vector3 GyrOld, Vector3 MagOld, long TimeGapOld)
- // {
- // o0UIRawImageTester.UpdateAllOffset();
- // var Acc = this.AccOld;
- // var Gyr = (this.GyrOld + GyrOld)/2;
- // var Mag = this.MagOld;
- // float TimeGap = this.TimeGapOld;
- // 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 > 200)
- // States.RemoveAt(0);
- // var state = States.Last();
- // state.Acc = Acc;
- // state.AccSmooth = AccFilter.Update(Acc);
-
- // state.Gyr = Gyr;
- // state.Mag = Mag;/**/
- // state.MagSmooth = MagFilter.Update(Mag);
- // if (States.Count <=1)
- // return Quaternion.identity;
- // 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 + 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
- // 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);
- // 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);/**/
- // state.Variance = GyrVariance;
- // state.Variance = state.Variance * (AccVariance+ MagVariance) / (state.Variance + (AccVariance + MagVariance));
- // if (double.IsNaN(GyrVariance))
- // GyrVariance = double.MinValue;
- // if (double.IsNaN(AccVariance))
- // AccVariance = double.MinValue;
- // if (double.IsNaN(MagVariance))
- // MagVariance = double.MinValue;
- // if (double.IsNaN(state.Variance))
- // state.Variance = double.MinValue;
- // var quaAccMag = o0Project.o0.FormQuaternion(AccIdentity, MagIdentity, state.AccSmooth, state.MagSmooth, (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;
- // if (float.IsNaN(quaFirst.w))
- // quaFirst = Last.Qua;
- // var quaSecondRate = (quaMaxRate - quaMinRate) / (1 - quaMinRate);
- // state.Qua = AccVariance < MagVariance ? o0Project.o0.FormQuaternion(quaFirst, AccIdentity, state.AccSmooth, (float)quaSecondRate) : o0Project.o0.FormQuaternion(quaFirst, MagIdentity, state.MagSmooth, (float)quaSecondRate);
-
- // if (float.IsNaN(state.Qua.w))
- // state.Qua = Last.Qua;/**/
- // state.QuaSmooth = Quaternion.Slerp(Last.QuaSmooth, state.Qua, 0.3f);
- // var frontV = Last.Qua * Vector3.forward;
- // var upV = Last.Qua * Vector3.up;
- // x = (Mathf.Atan(upV.y / upV.z) / Mathf.PI * 180 + (upV.z < 0 ? 90:270));
- // y = (Mathf.Atan(frontV.z / frontV.x) / Mathf.PI * 180+(frontV.x < 0 ? 90:270));
- // z = (Mathf.Atan(upV.y / upV.x) / Mathf.PI * 180 + (upV.x < 0 ? 90:270));
- // return state.Qua;
- // }
- // public void SetIdentity()
- // {
- // Quaternion qua = default;
- // AccIdentity = AccOld;
- // MagIdentity = MagOld;
- // qua = o0Project.o0.FormQuaternion(Quaternion.identity, Vector3.down,AccIdentity, 1);
- // AccIdentity=qua*AccIdentity;
- // MagIdentity = qua*MagIdentity;
- // States.Last().Qua = Quaternion.identity;
- // States.Last().Qua = qua*States.Last().Qua;//Quaternion.identity;
- // States.Last().Variance = 0.0000001;
- // }
- // public State getLastState() {
- // return this.States.Last();
- // }
- // public Vector3 getGyrOld() {
- // return GyrOld;
- // }
- }
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