o09AxisCS.cs 11 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 Vector3 Gyr;
  15. public Vector3 Mag = MagIdentity;
  16. public Vector3 MagSmooth = MagIdentity;
  17. public Quaternion Qua = Quaternion.identity;
  18. public Quaternion QuaSmooth = Quaternion.identity;
  19. public double GyrVariance = 1;
  20. public double AccVariance = 1;
  21. public double MagVariance = 1;
  22. public Quaternion QuaAccMag = Quaternion.identity;
  23. public int QuaAccMagCount = 0;
  24. public double AccMagVariance = 1;
  25. public double TotalVariance = 1;
  26. }
  27. o0Project.Variance HardwareVarianceGyr = new o0Project.Variance(1000);
  28. o0Project.Variance HardwareVarianceAcc = new o0Project.Variance(1000);
  29. o0Project.Variance HardwareVarianceMag = new o0Project.Variance(1000);
  30. public List<State> States = new List<State>();
  31. public Vector3 AccOld;
  32. public Vector3 GyrOld;
  33. public Vector3 MagOld;
  34. public float x;
  35. public float y;
  36. public float z;
  37. long TimeGapOld;
  38. o0Aien.o0WeightedAverageFilterVector3 AccFilter = new o0Aien.o0WeightedAverageFilterVector3(1);
  39. o0Aien.o0WeightedAverageFilterVector3 MagFilter = new o0Aien.o0WeightedAverageFilterVector3(1);
  40. public Quaternion update(Vector3 AccOld, Vector3 GyrOld, Vector3 MagOld, long TimeGapOld)
  41. {
  42. o0UIRawImageTester.UpdateAllOffset();
  43. var Acc = this.AccOld;
  44. var Gyr = (this.GyrOld + GyrOld) / 2;
  45. var Mag = this.MagOld;
  46. float TimeGap = this.TimeGapOld;
  47. this.AccOld = AccOld;
  48. this.GyrOld = GyrOld;
  49. this.MagOld = MagOld;
  50. this.TimeGapOld = TimeGapOld;
  51. var Last = States.LastOrDefault() ?? new State();
  52. if (this.TimeGapOld <= 0)
  53. return Last.Qua;
  54. States.Add(new State());
  55. if (States.Count > 200)
  56. States.RemoveAt(0);
  57. var state = States.Last();
  58. state.Acc = Acc;
  59. state.AccSmooth = AccFilter.Update(Acc);
  60. state.Gyr = Gyr;
  61. state.Mag = Mag;/**/
  62. state.MagSmooth = MagFilter.Update(Mag);
  63. if (States.Count <= 1)
  64. return Quaternion.identity;
  65. HardwareVarianceGyr.Update((Gyr).magnitude);//每毫秒方差2.331017E-09 度左右 0.00000002331017
  66. HardwareVarianceAcc.Update(Vector3.Angle(state.Acc, Last.Acc));//方差0.0012度左右
  67. HardwareVarianceMag.Update(Vector3.Angle(state.Mag, Last.Mag));//方差3.5度左右
  68. var LastQuaternion = Last.Qua;
  69. var GyrOperator = new Quaternion();
  70. GyrOperator.eulerAngles = Gyr * TimeGap;
  71. var quaGyr = LastQuaternion * GyrOperator;
  72. double AccLengthToAngle = 360;//1倍引力差相当于多少度方差
  73. double MagLengthToAngle = 360;//1倍磁力差相当于多少度方差
  74. double GyrVariance = 1 + Math.Pow((Gyr * TimeGap).magnitude, 2);//陀螺仪移动向量
  75. double AccVariance = Math.Pow(Math.Max((Gyr * TimeGap).magnitude, Vector3.Angle(state.AccSmooth, Last.AccSmooth)), 2)
  76. + (Math.Abs(state.AccSmooth.magnitude - 9.8) > 0.1 ? Math.Pow(Math.Abs(state.AccSmooth.magnitude - 9.8) / 9.8 * AccLengthToAngle, 4) : 0);
  77. double MagVariance = Math.Pow(3, 2)
  78. + (Math.Abs(state.MagSmooth.magnitude - 1) > 0.1 ? Math.Pow(Math.Abs(state.MagSmooth.magnitude - 1) * MagLengthToAngle, 4) : 0);//指数4其中2是引力2是方差/**/
  79. //double AccGyrVariance = Last.AccVariance + GyrVariance;
  80. //double MagGyrVariance = Last.MagVariance + GyrVariance;// 指数4 = 方差2 * 欧拉角旋转误差2 移动导致累计误差
  81. //Debug.Log((Gyr * TimeGap).magnitude * 0.1);
  82. //state.MagVariance = MagGyrVariance;
  83. //state.MagVariance = state.MagVariance * MagVariance / (state.MagVariance + MagVariance);
  84. //state.AccVariance = AccGyrVariance;
  85. //state.AccVariance = state.AccVariance * AccVariance / (state.AccVariance + AccVariance);
  86. //if (double.IsNaN(MagGyrVariance))
  87. // MagGyrVariance = double.MinValue;
  88. if (double.IsNaN(GyrVariance))
  89. GyrVariance = double.MinValue;
  90. if (double.IsNaN(AccVariance))
  91. AccVariance = double.MinValue;
  92. if (double.IsNaN(MagVariance))
  93. MagVariance = double.MinValue;
  94. if (double.IsNaN(state.GyrVariance))
  95. state.GyrVariance = double.MinValue;
  96. if (double.IsNaN(state.AccVariance))
  97. state.AccVariance = double.MinValue;
  98. if (double.IsNaN(state.MagVariance))
  99. state.MagVariance = double.MinValue;
  100. /////////////////////////////////////////////////临时代码
  101. //var quaAccMag = o0Project.o0.FormQuaternion(AccIdentity, MagIdentity, state.AccSmooth, state.MagSmooth, (float)(AccVariance / (AccVariance + MagVariance)));
  102. //var tempQuaGyr = Quaternion.Slerp(Last.QuaSmooth, state.Qua, 0.5f);
  103. var quaAccMag = o0Project.o0.FormQuaternion(AccIdentity, MagIdentity, state.AccSmooth, state.MagSmooth, 1);
  104. /*
  105. if (state.QuaAccMagCount == 0)
  106. state.QuaAccMag = quaAccMag;
  107. else
  108. state.QuaAccMag = Quaternion.Slerp(state.QuaAccMag, quaAccMag, state.QuaAccMagCount / (state.QuaAccMagCount + 1));
  109. ++state.QuaAccMagCount;/**/
  110. ///////////////////////////////////////////////////
  111. //var quaMagRate = MagGyrVariance / (MagGyrVariance + MagVariance);
  112. //var quaAccRate = MagGyrVariance / (MagGyrVariance + MagVariance);
  113. /*
  114. var quaMinRate = GyrVariance / (GyrVariance + Math.Max(AccVariance, MagVariance));
  115. var quaMaxRate = GyrVariance / (GyrVariance + Math.Min(AccVariance, MagVariance));
  116. Quaternion quaFirst = Quaternion.Slerp(quaGyr, quaAccMag, (float)quaMinRate).normalized;
  117. if (float.IsNaN(quaFirst.w))
  118. quaFirst = Last.Qua;
  119. var quaSecondRate = (quaMaxRate - quaMinRate) / (1 - quaMinRate);
  120. state.Qua = AccVariance < MagVariance ? o0Project.o0.FormQuaternion(quaFirst, AccIdentity, state.AccSmooth, (float)quaSecondRate) : o0Project.o0.FormQuaternion(quaFirst, MagIdentity, state.MagSmooth, (float)quaSecondRate);
  121. /**/
  122. var AccMagVariance = AccVariance + MagVariance;
  123. if (GyrVariance > 2f)
  124. {
  125. state.AccMagVariance = 25;
  126. state.QuaAccMag = quaGyr;
  127. }
  128. else
  129. {
  130. state.AccMagVariance = Math.Min(Last.AccMagVariance + Math.Max(GyrVariance - 1.0, 0), 10000);
  131. state.QuaAccMag = Quaternion.Slerp(Last.QuaAccMag, quaAccMag, (float)(state.AccMagVariance / (state.AccMagVariance + AccMagVariance)));
  132. state.AccMagVariance = state.AccMagVariance * AccMagVariance / (state.AccMagVariance + AccMagVariance);
  133. }
  134. var modelVariance = Math.Max(GyrVariance - 1.1, 0) * 0.05;
  135. state.GyrVariance = Math.Min(Last.GyrVariance + GyrVariance, 10000);
  136. //quaGyr = Quaternion.Slerp(Last.QuaSmooth, quaGyr, (float)(state.GyrVariance / (state.GyrVariance + GyrVariance)));
  137. state.GyrVariance = state.GyrVariance * GyrVariance / (state.GyrVariance + GyrVariance);
  138. /*
  139. if (state.AccMagVariance < GyrVariance && 1f > Last.GyrVariance)
  140. {
  141. Debug.Log("o0 static");
  142. quaGyr = Quaternion.Slerp(Last.QuaSmooth, quaGyr, (float)(state.AccMagVariance / (state.AccMagVariance + GyrVariance)));
  143. }/**/
  144. state.MagVariance = Math.Min(Last.MagVariance + modelVariance, 10000);
  145. state.Qua = o0Project.o0.FormQuaternion(quaGyr, MagIdentity, state.MagSmooth, (float)(state.MagVariance / (state.MagVariance + MagVariance)));
  146. state.MagVariance = state.MagVariance * MagVariance / (state.MagVariance + MagVariance);
  147. state.AccVariance = Math.Min(Last.AccVariance + modelVariance, 10000);
  148. //state.Qua = o0Project.o0.FormQuaternion(state.Qua, AccIdentity, state.AccSmooth, (float)(state.AccVariance / (state.AccVariance + AccVariance)));
  149. //state.AccVariance = state.AccVariance * AccVariance / (state.AccVariance + AccVariance);
  150. state.Qua = Quaternion.Slerp(state.Qua, quaAccMag, (float)(state.AccVariance / (state.AccVariance + AccMagVariance)));
  151. state.AccVariance = state.AccVariance * AccMagVariance / (state.AccVariance + AccMagVariance);
  152. ///////////////////////////////////////////////////////////////
  153. ///
  154. //var AccMagVariance = Math.Sqrt(AccVariance * AccVariance + MagVariance * MagVariance);
  155. /*
  156. state.TotalVariance = Math.Min(Last.TotalVariance + modelVariance * 0.3, 10000);
  157. if (state.TotalVariance > 25)
  158. state.TotalVariance = 25;
  159. if (state.AccMagVariance < 4)
  160. {
  161. state.Qua = Quaternion.Slerp(state.Qua, state.QuaAccMag, (float)(state.TotalVariance / (state.TotalVariance + state.AccMagVariance)));
  162. state.TotalVariance = state.TotalVariance * state.AccMagVariance / (state.TotalVariance + state.AccMagVariance);
  163. }/**/
  164. ///////////////////////////////////////////////////////////////
  165. if (float.IsNaN(state.Qua.w))
  166. state.Qua = Last.Qua;/**/
  167. state.QuaSmooth = Quaternion.Slerp(Last.QuaSmooth, state.Qua, 0.3f);//Last.QuaSmooth - state.Qua 0 - 1
  168. var frontV = Last.Qua * Vector3.forward;
  169. var upV = Last.Qua * Vector3.up;
  170. x = (Mathf.Atan(upV.y / upV.z) / Mathf.PI * 180 + (upV.z < 0 ? 90 : 270));
  171. y = (Mathf.Atan(frontV.z / frontV.x) / Mathf.PI * 180 + (frontV.x < 0 ? 90 : 270));
  172. z = (Mathf.Atan(upV.y / upV.x) / Mathf.PI * 180 + (upV.x < 0 ? 90 : 270));
  173. //QuaTest[0] = o0Project.o0.FormQuaternion(QuaTest[0] * GyrOperator, AccIdentity, state.AccSmooth, 1);
  174. //QuaTest[1] = o0Project.o0.FormQuaternion(QuaTest[1] * GyrOperator, MagIdentity, state.MagSmooth, 1);
  175. //Debug.Log(o09AxisCS.QuaTest[0]);
  176. return state.QuaSmooth;
  177. }
  178. public void SetIdentity()
  179. {
  180. //Quaternion qua = default;
  181. int averageCount = Math.Max(States.Count, 50);
  182. Vector3 aveAcc = Vector3.zero;
  183. Vector3 aveMag = Vector3.zero;
  184. for (var i = 0; i < averageCount; ++i)
  185. {
  186. aveAcc += States[i].Acc;
  187. aveMag += States[i].Mag;
  188. }
  189. aveAcc /= averageCount;
  190. aveMag /= averageCount;
  191. //AccIdentity = AccOld;
  192. //MagIdentity = MagOld;
  193. AccIdentity = aveAcc;
  194. MagIdentity = aveMag;
  195. //qua = o0Project.o0.FormQuaternion(Quaternion.identity, Vector3.down,AccIdentity, 1);
  196. //AccIdentity=qua*AccIdentity;
  197. //MagIdentity = qua*MagIdentity;
  198. States.Last().Qua = Quaternion.identity;
  199. States.Last().QuaSmooth = Quaternion.identity;
  200. //States.Last().Qua = qua*States.Last().Qua;//Quaternion.identity;
  201. States.Last().AccVariance = 0.0000001;
  202. States.Last().GyrVariance = 0.0000001;
  203. States.Last().MagVariance = 0.0000001;
  204. States.Last().QuaAccMag = Quaternion.identity;
  205. States.Last().QuaAccMagCount = 0;
  206. States.Last().AccMagVariance = 0.0000001;
  207. States.Last().TotalVariance = 0.0000001;
  208. }
  209. public State getLastState()
  210. {
  211. return this.States.Last();
  212. }
  213. public Vector3 getGyrOld()
  214. {
  215. return GyrOld;
  216. }
  217. }