o09AxisCSBridge.cs 1.7 KB

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  1. using UnityEngine;
  2. public class o09AxisCSBridge {
  3. // o09AxisCS o09AxisCS = new o09AxisCS();
  4. // public Quaternion Update_f(Vector3 AccOld, Vector3 GyrOld, Vector3 MagOld, long TimeGapOld) {
  5. // return o09AxisCS.update(AccOld, GyrOld, MagOld, TimeGapOld);
  6. // }
  7. // public void SetIdentity() {
  8. // o09AxisCS.SetIdentity();
  9. // }
  10. // public Vector3 GetGyrOld_f() {
  11. // return o09AxisCS.getGyrOld();
  12. // }
  13. // public o09Axis.State GetLastState_f() {
  14. // o09AxisCS.State s = o09AxisCS.getLastState();
  15. // o09Axis.State state = new o09Axis.State();
  16. // state.TimeGap = System.Convert.ToInt32(s.TimeGap);
  17. // state.Acc = s.Acc;
  18. // state.AccSmooth = s.AccSmooth;
  19. // state.AccVariance = (float) s.AccVariance;
  20. // state.Gyr = s.Gyr;
  21. // state.Mag = s.Mag;
  22. // state.MagSmooth = s.MagSmooth;
  23. // state.Qua = s.Qua;
  24. // state.QuaSmooth = s.QuaSmooth;
  25. // state.Variance = (float) s.Variance;
  26. // return state;
  27. // }
  28. // public Vector3 GetAccIdentity_f() {
  29. // return o09AxisCS.AccIdentity;
  30. // }
  31. // public Vector3 GetMagIdentity_f() {
  32. // return o09AxisCS.MagIdentity;
  33. // }
  34. // public void SetAccIdentity(o09Axis.Vector3D value) {
  35. // o09AxisCS.AccIdentity.x = (float) value.x;
  36. // o09AxisCS.AccIdentity.y = (float) value.y;
  37. // o09AxisCS.AccIdentity.z = (float) value.z;
  38. // }
  39. // public void SetMagIdentity(o09Axis.Vector3D value) {
  40. // o09AxisCS.MagIdentity.x = (float) value.x;
  41. // o09AxisCS.MagIdentity.y = (float) value.y;
  42. // o09AxisCS.MagIdentity.z = (float) value.z;
  43. // }
  44. }