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