o09AxisAfterXiaMenFromDll.cs 13 KB

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  1. using o0.Geometry;
  2. using System;
  3. using System.Collections.Generic;
  4. using System.Linq;
  5. using UnityEngine;
  6. namespace o0.Bow
  7. {
  8. public class o09AxisAfterXiaMenFromDll//卡尔曼滤波优化地磁计向量版
  9. {
  10. public IMU._9AxisPreProcessor Attitude;
  11. public IMU.HardwareVariance GyrHardwareVariance;
  12. public IMU.HardwareVariance AccHardwareVariance;
  13. public IMU.HardwareVariance MagHardwareVariance;
  14. // public static List<UnityEngine.Quaternion> QuaTest = new List<UnityEngine.Quaternion>();
  15. public o09AxisAfterXiaMenFromDll(Vector<int> GyrByteIndex = default, Vector<int> AccByteIndex = default, Vector<int> MagByteIndex = default)
  16. {
  17. Attitude = new IMU._9AxisPreProcessor(GyrByteIndex, AccByteIndex, MagByteIndex);
  18. GyrHardwareVariance = new IMU.HardwareVariance();
  19. AccHardwareVariance = new IMU.HardwareVariance();
  20. MagHardwareVariance = new IMU.HardwareVariance();
  21. // QuaTest.Add(UnityEngine.Quaternion.identity);
  22. // QuaTest.Add(UnityEngine.Quaternion.identity);
  23. }
  24. static public Vector<double> AccIdentity = new Vector<double>(0, -1, 0);
  25. static public Vector<double> MagIdentity = new Vector<double>(-1, 2, 0).Normalized;
  26. public class State
  27. {
  28. public double TimeGap;
  29. public Vector<double> Acc = AccIdentity;
  30. public Vector<double> AccSmooth = AccIdentity;
  31. public Vector<double> Gyr;
  32. public Vector<double> Mag = MagIdentity;
  33. public Vector<double> MagSmooth = MagIdentity;
  34. public double GapMS;
  35. public Geometry.Quaternion Qua = Geometry.Quaternion.Identity;
  36. public Geometry.Quaternion QuaSmooth = Geometry.Quaternion.Identity;
  37. public double Variance = 1;
  38. public double GyrVariance = 1;
  39. public double AccVariance = 1;
  40. public double MagVariance = 1;
  41. public Geometry.Quaternion QuaAccMag = Geometry.Quaternion.Identity;
  42. public int QuaAccMagCount = 0;
  43. public double AccMagVariance = 1;
  44. public double TotalVariance = 1;
  45. }
  46. public List<State> States = new List<State>();
  47. public int StatesMaxCount = 1000;
  48. public Geometry.Quaternion Update(IEnumerable<byte> gyrByte, IEnumerable<byte> accByte, IEnumerable<byte> magByte,
  49. byte min, byte sec, byte ms1, byte ms2)
  50. {
  51. var (Gyr, Acc, Mag, TimeGap) = Attitude.Update(gyrByte, accByte, magByte, min, sec, ms1, ms2);
  52. if((Gyr, Acc, Mag, TimeGap) == default)
  53. return Geometry.Quaternion.Identity;
  54. Vector<double> Buffer = default;
  55. Buffer = GyrHardwareVariance.Update(Attitude.LastGyr);
  56. if (Buffer != default)
  57. Debug.Log("GyrHardwareVariance: " + Buffer.Length);
  58. Buffer = AccHardwareVariance.Update(Acc);
  59. if (Buffer != default)
  60. Debug.Log("AccHardwareVariance: " + Buffer.Length);
  61. Buffer = MagHardwareVariance.Update(Mag);
  62. if (Buffer != default)
  63. Debug.Log("MagHardwareVariance: " + Buffer.Length);
  64. // var GyrOperator = Geometry.Quaternion.Euler(Gyr * TimeGap);
  65. // TestVector.Update9AxisRotation(GyrOperator.ToUnityQuaternion(), 0);
  66. // TestVector.SetAcc(Acc.ToUnityVector(), 0);
  67. // TestVector.SetMag(Mag.ToUnityVector(), 0);
  68. var Last = States.LastOrDefault() ?? new State();
  69. States.Add(new State());
  70. if (States.Count > StatesMaxCount)
  71. States.RemoveAt(0);
  72. var state = States.Last();
  73. state.Acc = Acc;
  74. //Debug.Log(Gyr.magnitude);
  75. state.Gyr = Gyr;
  76. state.Mag = Mag;/**/
  77. state.TimeGap = TimeGap;
  78. if (States.Count <= 1)
  79. return Geometry.Quaternion.Identity;
  80. return Process9Axis(Last, state);
  81. }
  82. int ShakeFrame;
  83. int AccVarianceInput;
  84. /// //////////////////向前追溯多少帧//向后多少帧计算抖动
  85. public void OnShot(int TrackBack, int ShakeFrame, int AccVarianceInput)
  86. {
  87. this.AccVarianceInput = AccVarianceInput;
  88. TrackBack = Math.Min(TrackBack, States.Count);
  89. var startI = States.Count - TrackBack;
  90. State Last = default;
  91. foreach (var i in TrackBack.Range())
  92. {
  93. var state = States[startI + i];
  94. if (Last != default)
  95. Process9Axis(Last, state);
  96. Last = state;
  97. }
  98. this.ShakeFrame = ShakeFrame;
  99. Debug.Log("OnShot");/**/
  100. }
  101. //public double diff = 0.001;
  102. public double diff = 0.0001;
  103. public void MagSmooth(State Last, State state)
  104. {
  105. var Acc = state.Acc;
  106. var Gyr = state.Gyr;
  107. var Mag = state.Mag;
  108. double TimeGap = state.TimeGap;
  109. double GyrVariance = Last.MagVariance + Math.Pow((Gyr * TimeGap).Length, 2);
  110. double AccVariance = AccVarianceInput != default ? AccVarianceInput : Math.Pow((Gyr * TimeGap).Length * 1, 2) + Math.Pow(Math.Abs(Acc.Length - 1) / 1 * 30, 2);
  111. double MagVariance = 25;
  112. state.AccSmooth = Last.AccSmooth + (state.Acc - Last.AccSmooth) * GyrVariance / (AccVariance + GyrVariance);
  113. state.AccVariance = (GyrVariance + AccVariance) / GyrVariance / AccVariance;
  114. state.MagSmooth = Last.MagSmooth + (state.Mag - Last.MagSmooth) * GyrVariance / (MagVariance + GyrVariance);
  115. state.MagVariance = (GyrVariance + MagVariance) / GyrVariance / MagVariance;
  116. // TestVector.SetAcc(state.AccSmooth.ToUnityVector(), 1);
  117. // TestVector.SetMag(state.MagSmooth.ToUnityVector(), 1);
  118. }
  119. public double CalGyrVariance(State Last, State state)
  120. {
  121. //return Last.Variance + (state.Gyr * state.TimeGap).Length * 0.3 + 0.001;
  122. return Last.Variance + (state.Gyr * state.TimeGap).Length * 0.3 + 0.001 * state.TimeGap;//0.00000002331017
  123. }
  124. public double CalAccVariance(State Last, State state)
  125. {
  126. double AccLengthToAngle = 10000;//1倍引力差相当于多少度方差
  127. return AccVarianceInput != default ? AccVarianceInput :
  128. Math.Max(
  129. (state.Gyr * state.TimeGap).Length * 1000 ,
  130. Math.Abs(state.Acc.Length - 1) * AccLengthToAngle
  131. );
  132. //return AccVarianceInput != default ? AccVarianceInput : Math.Max((state.Gyr * state.TimeGap).Length, AccAngleDiff) * 1 + Math.Pow(Math.Abs(state.Acc.Length - 1) / 1 * AccLengthToAngle, 4);
  133. }
  134. public double CalMagVariance(State Last, State state)
  135. {
  136. return 100;
  137. }
  138. public (double, double, double) CalVariance(State Last, State state)
  139. {
  140. var GyrVariance = CalGyrVariance(Last, state);
  141. var AccVariance = CalAccVariance(Last, state);
  142. var MagVariance = CalMagVariance(Last, state);
  143. if (double.IsInfinity(GyrVariance) || double.IsNaN(GyrVariance))
  144. GyrVariance = InitVariance;
  145. if (double.IsInfinity(AccVariance) || double.IsNaN(AccVariance))
  146. AccVariance = InitVariance;
  147. if (double.IsInfinity(MagVariance) || double.IsNaN(MagVariance))
  148. MagVariance = InitVariance;
  149. var max = Math.Max(AccVariance, MagVariance);
  150. state.Variance = GyrVariance * max / (GyrVariance + max);
  151. if (double.IsInfinity(state.Variance) || double.IsNaN(state.Variance))
  152. state.Variance = InitVariance;
  153. return (GyrVariance, AccVariance, MagVariance);
  154. }
  155. public void QuaCheck(ref Geometry.Quaternion quaternion, Geometry.Quaternion backUp)
  156. {
  157. if (double.IsInfinity(quaternion.x) || double.IsInfinity(quaternion.y) || double.IsInfinity(quaternion.z) || double.IsInfinity(quaternion.w)
  158. || double.IsNaN(quaternion.x) || double.IsNaN(quaternion.y) || double.IsNaN(quaternion.z) || double.IsNaN(quaternion.w))
  159. quaternion = backUp;
  160. }
  161. public Geometry.Quaternion Process9Axis(State Last, State state)
  162. {
  163. MagSmooth(Last, state);
  164. //var Acc = state.AccSmooth;
  165. var Acc = state.Acc;
  166. var Gyr = state.Gyr;//误差0.0001-0.0006之间
  167. //var Gyr = Vector<double>.One.Normalized * 0.001;//误差0.0001-0.0006之间
  168. var Mag = state.Mag;
  169. double TimeGap = state.TimeGap;
  170. o0UIRawImageTester.UpdateAllOffset();
  171. //Debug.Log(Gyr.Length);
  172. var LastQuaternion = Last.QuaSmooth;
  173. var GyrOperator = Geometry.Quaternion.Euler(Gyr * TimeGap);
  174. var quaGyr = LastQuaternion * GyrOperator;
  175. // var accTest = Geometry.Quaternion.FromToRotation(Last.Acc, Acc).Inversed;
  176. // TestVector.Set9AxisRotation(Last.QuaSmooth.ToUnityQuaternion(), 2);
  177. // var magTest = Geometry.Quaternion.FromToRotation(Last.Mag, Mag).Inversed;
  178. // TestVector.Update9AxisRotation(GyrOperator.ToUnityQuaternion(), 3);
  179. //TestVector.Set9AxisRotation(quaGyr.ToUnityQuaternion(), 3);
  180. //TestVector.Set9AxisRotation(Last.Qua, 3);
  181. var (GyrVariance, AccVariance, MagVariance) = CalVariance(Last, state);
  182. var quaAccMag = Geometry.Quaternion.FormQuaternion(AccIdentity, MagIdentity, Acc, Mag, (float)(AccVariance / (AccVariance + MagVariance)));
  183. var quaMinRate = GyrVariance / (GyrVariance + Math.Max(AccVariance, MagVariance));//静止时约0.01效果最好
  184. var quaMaxRate = GyrVariance / (GyrVariance + Math.Min(AccVariance, MagVariance));
  185. Geometry.Quaternion quaFirst = Geometry.Quaternion.SLerp(quaGyr, quaAccMag, (float)quaMinRate);//运算到这里如果视角校准有漂移,说明需要重新校准陀螺仪//不是代码问题
  186. QuaCheck(ref quaFirst, LastQuaternion);//防止数值溢出
  187. var quaSecondRate = (quaMaxRate - quaMinRate) / (1 - quaMinRate);
  188. // Debug.Log((quaMinRate, AccVariance, quaSecondRate));
  189. state.Qua = AccVariance < MagVariance ? Geometry.Quaternion.FormQuaternion(quaFirst, AccIdentity, Acc, (float)quaSecondRate) : Geometry.Quaternion.FormQuaternion(quaFirst, MagIdentity, Mag, (float)quaSecondRate);/**/
  190. //state.Qua = quaFirst;
  191. QuaCheck(ref state.Qua, LastQuaternion);//防止数值溢出
  192. state.QuaSmooth = state.Qua;
  193. if (ShakeFrame > 0)
  194. {
  195. --ShakeFrame;
  196. if (ShakeFrame == 0)
  197. AccVarianceInput = default;
  198. }
  199. return state.QuaSmooth;
  200. }
  201. public double InitVariance
  202. {
  203. get
  204. {
  205. var minVariance = double.MaxValue;
  206. foreach(var i in States)
  207. if (!double.IsInfinity(i.Variance)
  208. && !double.IsNaN(i.Variance)
  209. && minVariance > i.Variance)
  210. minVariance = i.Variance;
  211. return minVariance;
  212. }
  213. }
  214. public void Init()
  215. {
  216. States.Last().AccVariance = 1000;
  217. States.Last().GyrVariance = 1000;
  218. States.Last().MagVariance = 1000;
  219. States.Last().AccMagVariance = 1000;
  220. States.Last().TotalVariance = 1000;
  221. }
  222. public Geometry.Quaternion SetIdentity()
  223. {
  224. //UnityEngine.Quaternion qua = default;
  225. //int averageCount = Math.Min(States.Count, 5);
  226. int averageCount = Math.Min(States.Count, 50);
  227. Vector<double> aveAcc = Vector<double>.Zero;
  228. Vector<double> aveMag = Vector<double>.Zero;
  229. for (var i = States.Count - averageCount; i < States.Count; ++i)
  230. {
  231. aveAcc += States[i].AccSmooth;
  232. aveMag += States[i].MagSmooth;
  233. }
  234. aveAcc /= averageCount;
  235. aveMag /= averageCount;
  236. //AccIdentity = AccOld;
  237. //MagIdentity = MagOld;
  238. AccIdentity = aveAcc;
  239. MagIdentity = aveMag;
  240. //qua = o0Project.o0.FormQuaternion(Quaternion.identity, Vector3.down,AccIdentity, 1);
  241. //AccIdentity=qua*AccIdentity;
  242. //MagIdentity = qua*MagIdentity;
  243. States.Last().Qua = Geometry.Quaternion.Identity;
  244. States.Last().QuaSmooth = Geometry.Quaternion.Identity;
  245. //States.Last().Qua = qua*States.Last().Qua;//Quaternion.identity;
  246. States.Last().Variance = InitVariance;
  247. States.Last().AccVariance = InitVariance;
  248. States.Last().GyrVariance = InitVariance;
  249. States.Last().MagVariance = InitVariance;
  250. States.Last().QuaAccMag = Geometry.Quaternion.Identity;
  251. States.Last().QuaAccMagCount = 0;
  252. States.Last().AccMagVariance = InitVariance;
  253. States.Last().TotalVariance = InitVariance;
  254. return States.Last().Qua;
  255. }
  256. public State getLastState()
  257. {
  258. return this.States.Last();
  259. }
  260. }
  261. }