o09AxisAfterXiaMenFromDll.cs 15 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 Geometry.Quaternion Process9Axis(State Last, State state)
  120. {
  121. MagSmooth(Last, state);
  122. //var Acc = state.AccSmooth;
  123. var Acc = state.Acc;
  124. var Gyr = state.Gyr;
  125. var Mag = state.MagSmooth;
  126. double TimeGap = state.TimeGap;
  127. o0UIRawImageTester.UpdateAllOffset();
  128. var LastQuaternion = Last.Qua;
  129. var GyrOperator = Geometry.Quaternion.Euler(Gyr * TimeGap);
  130. var quaGyr = LastQuaternion * GyrOperator;
  131. //TestVector.Update9AxisRotation(GyrOperator, 1);
  132. //TestVector.SetAcc(Acc / 10, 1);
  133. //TestVector.SetMag(Mag, 1);
  134. // var accTest = Geometry.Quaternion.FromToRotation(Last.Acc, Acc).Inversed;
  135. // TestVector.Set9AxisRotation(Last.QuaSmooth.ToUnityQuaternion(), 2);
  136. // var magTest = Geometry.Quaternion.FromToRotation(Last.Mag, Mag).Inversed;
  137. // TestVector.Update9AxisRotation(GyrOperator.ToUnityQuaternion(), 3);
  138. //TestVector.Set9AxisRotation(quaGyr.ToUnityQuaternion(), 3);
  139. //TestVector.Set9AxisRotation(Last.Qua, 3);
  140. double AccLengthToAngle = 5;//1倍引力差相当于多少度方差
  141. // double MagLengthToAngle = 5;//1倍磁力差相当于多少度方差
  142. double GyrVariance = Last.Variance + Math.Pow((Gyr * TimeGap).Length * 0.3, 3) + diff;// 指数4 = 方差2 * 欧拉角旋转误差2 移动导致累计误差
  143. //double GyrVariance = Last.Variance + Math.Pow((Gyr * TimeGap).magnitude * 0.3, 3) + 0.1;// 指数4 = 方差2 * 欧拉角旋转误差2 移动导致累计误差
  144. // Debug.Log("GyrVariance==" + GyrVariance);
  145. double AccAngleDiff = state.Acc.Angle(Last.Acc);
  146. if (double.IsNaN(AccAngleDiff))
  147. {
  148. AccAngleDiff = 0;
  149. }
  150. double AccVariance = AccVarianceInput != default ? AccVarianceInput : Math.Max((Gyr * TimeGap).Length, AccAngleDiff) * 1 + Math.Pow(Math.Abs(state.Acc.Length - 1) / 1 * AccLengthToAngle, 4);
  151. double MagVariance = 3;// + Math.Pow(Math.Abs(state.MagSmooth.Length - 1) / 1 * MagLengthToAngle, 4);/**/
  152. if (double.IsInfinity(GyrVariance))
  153. {
  154. Debug.Log("GyrVariance IsInfinity: " + state.GyrVariance);
  155. GyrVariance = InitVariance;
  156. }
  157. if (double.IsNaN(GyrVariance))
  158. {
  159. Debug.Log("GyrVariance IsNaN: " + state.GyrVariance);
  160. GyrVariance = InitVariance;
  161. }
  162. if (double.IsNaN(AccVariance))
  163. {
  164. //Debug.Log("AccVariance IsNaN: " + state.AccVariance + " " + AccVarianceInput);
  165. //Debug.Log("AccVariance IsNaN: " + Math.Max((Gyr * TimeGap).Length, state.Acc.Angle(Last.Acc)) * 1);
  166. Debug.Log("AccVariance IsNaN: " + (Gyr * TimeGap).Length + AccAngleDiff);
  167. AccVariance = InitVariance;
  168. }
  169. if (double.IsNaN(MagVariance))
  170. {
  171. Debug.Log("MagVariance IsNaN: " + state.MagVariance);
  172. MagVariance = InitVariance;
  173. }
  174. state.Variance = GyrVariance;
  175. //state.MagVariance = Math.Min(Last.MagVariance + GyrVariance, 10000);
  176. //state.AccVariance = Math.Min(Last.AccVariance + GyrVariance, 10000);
  177. if (double.IsNaN(state.Variance))
  178. {
  179. Debug.Log("Variance IsNaN: " + state.Variance);
  180. state.Variance = InitVariance;
  181. }
  182. /*
  183. state.Qua = quaGyr;
  184. state.Qua = Geometry.Quaternion.FormQuaternion(state.Qua, MagIdentity, Mag, (float)(state.MagVariance / (state.MagVariance + MagVariance)));
  185. state.MagVariance = state.MagVariance * MagVariance / (state.MagVariance + MagVariance);
  186. state.Qua = Geometry.Quaternion.FormQuaternion(state.Qua, AccIdentity, Acc, (float)(state.AccVariance / (state.AccVariance + AccVariance)));
  187. state.AccVariance = state.AccVariance * AccVariance / (state.AccVariance + AccVariance);/**/
  188. //var quaAccMag = Geometry.Quaternion.FormQuaternion(AccIdentity, MagIdentity, Acc, Mag, (float)(MagVariance / (AccVariance + MagVariance)));
  189. var quaAccMag = Geometry.Quaternion.FormQuaternion(AccIdentity, MagIdentity, Acc, Mag, (float)(AccVariance / (AccVariance + MagVariance)));
  190. //var quaAccMag = Geometry.Quaternion.FormQuaternion(AccIdentity, MagIdentity, state.Acc, state.Mag, 0.5f);
  191. var quaMinRate = GyrVariance / (GyrVariance + Math.Max(AccVariance, MagVariance));
  192. var quaMaxRate = GyrVariance / (GyrVariance + Math.Min(AccVariance, MagVariance));
  193. 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
  194. //Geometry.Quaternion quaFirst = UnityEngine.Quaternion.Slerp(quaGyr.ToUnityQuaternion(), quaAccMag.ToUnityQuaternion(), (float)quaMinRate).Too0Quaternion();
  195. if (double.IsNaN(quaFirst.x) || double.IsNaN(quaFirst.y) || double.IsNaN(quaFirst.z) || double.IsNaN(quaFirst.w))
  196. //if (double.IsNaN(quaFirst.w))
  197. {
  198. Debug.Log("quaFirst IsNaN: " + quaFirst.ToJson());
  199. quaFirst = Last.Qua;
  200. }
  201. var quaSecondRate = (quaMaxRate - quaMinRate) / (1 - quaMinRate);
  202. //state.Qua = AccVariance < MagVariance ? Geometry.Quaternion.FormQuaternion(quaFirst, AccIdentity, Acc, (float)quaSecondRate) : Geometry.Quaternion.FormQuaternion(quaFirst, MagIdentity, Mag, (float)quaSecondRate);/**/
  203. state.Qua = quaFirst;
  204. ///////////////////////////////////////////////////////////////
  205. if (double.IsNaN(state.Qua.x) || double.IsNaN(state.Qua.y) || double.IsNaN(state.Qua.z) || double.IsNaN(state.Qua.w))
  206. //if (double.IsNaN(state.Qua.w))
  207. {
  208. Debug.Log("quaFirst IsNaN: " + state.Qua.ToJson());
  209. state.Qua = Last.Qua;/**/
  210. }
  211. state.QuaSmooth = Geometry.Quaternion.SLerp(Last.QuaSmooth, state.Qua, 1f);//Last.QuaSmooth - state.Qua 0 - 1
  212. //state.QuaSmooth = state.Qua;
  213. //QuaTest[0] = o0Project.o0.FormQuaternion(QuaTest[0] * GyrOperator, AccIdentity, state.AccSmooth, 1);
  214. //QuaTest[0] = Geometry.Quaternion.FormQuaternion(AccIdentity, MagIdentity, state.AccSmooth, state.MagSmooth, (float)(AccVariance / (AccVariance + MagVariance))).ToUnityQuaternion();
  215. //QuaTest[1] = state.QuaAccMag.ToUnityQuaternion();
  216. //QuaTest[1] = o0Project.o0.FormQuaternion(QuaTest[1] * GyrOperator, MagIdentity, state.MagSmooth, 1);
  217. //Debug.Log(o09AxisCS.QuaTest[0]);
  218. if (ShakeFrame > 0)
  219. {
  220. --ShakeFrame;
  221. if (ShakeFrame == 0)
  222. AccVarianceInput = default;
  223. }
  224. return state.QuaSmooth;
  225. }
  226. public double InitVariance = 1;
  227. public void Init()
  228. {
  229. States.Last().AccVariance = 1000;
  230. States.Last().GyrVariance = 1000;
  231. States.Last().MagVariance = 1000;
  232. States.Last().AccMagVariance = 1000;
  233. States.Last().TotalVariance = 1000;
  234. }
  235. public Geometry.Quaternion SetIdentity()
  236. {
  237. //UnityEngine.Quaternion qua = default;
  238. //int averageCount = Math.Min(States.Count, 5);
  239. int averageCount = Math.Min(States.Count, 50);
  240. Vector<double> aveAcc = Vector<double>.Zero;
  241. Vector<double> aveMag = Vector<double>.Zero;
  242. for (var i = States.Count - averageCount; i < States.Count; ++i)
  243. {
  244. aveAcc += States[i].AccSmooth;
  245. aveMag += States[i].MagSmooth;
  246. }
  247. aveAcc /= averageCount;
  248. aveMag /= averageCount;
  249. //AccIdentity = AccOld;
  250. //MagIdentity = MagOld;
  251. AccIdentity = aveAcc;
  252. MagIdentity = aveMag;
  253. //qua = o0Project.o0.FormQuaternion(Quaternion.identity, Vector3.down,AccIdentity, 1);
  254. //AccIdentity=qua*AccIdentity;
  255. //MagIdentity = qua*MagIdentity;
  256. States.Last().Qua = Geometry.Quaternion.Identity;
  257. States.Last().QuaSmooth = Geometry.Quaternion.Identity;
  258. //States.Last().Qua = qua*States.Last().Qua;//Quaternion.identity;
  259. States.Last().Variance = InitVariance;
  260. States.Last().AccVariance = InitVariance;
  261. States.Last().GyrVariance = InitVariance;
  262. States.Last().MagVariance = InitVariance;
  263. States.Last().QuaAccMag = Geometry.Quaternion.Identity;
  264. States.Last().QuaAccMagCount = 0;
  265. States.Last().AccMagVariance = InitVariance;
  266. States.Last().TotalVariance = InitVariance;
  267. return States.Last().Qua;
  268. }
  269. public State getLastState()
  270. {
  271. return this.States.Last();
  272. }
  273. }
  274. }