o09AxisCS.cs 5.8 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. }