o09DOF.cs 9.4 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308
  1. using ArduinoBluetoothAPI;
  2. using System;
  3. using System.Collections.Generic;
  4. using System.Linq;
  5. using UnityEngine;
  6. public class o0Vector3Filter
  7. {
  8. Vector3 state = default;
  9. float Variance = 1;
  10. public Vector3 Update(Vector3 v)
  11. {
  12. if (state == default)
  13. return state = v;
  14. Variance += 10;
  15. float mVariance = 1;
  16. state = Vector3.Lerp(state, v, mVariance/ (Variance + mVariance));
  17. Variance = Variance * mVariance / (Variance + mVariance);
  18. return state;
  19. }
  20. }
  21. public class o0MagneticCalibrater//默认在无磁干扰环境下,有磁干扰则无法保证效果
  22. {
  23. public Vector3 _Center = Vector3.zero;
  24. //Vector3 Center = new Vector3(0,0,0);
  25. public Vector3 _Radius = new Vector3(2,2,2);
  26. public o0Project.Vector3f Center
  27. {
  28. get
  29. {
  30. return new o0Project.Vector3f(_Center.x, _Center.y, _Center.z);
  31. }
  32. set
  33. {
  34. _Center = new Vector3(value.x, value.y, value.z);
  35. }
  36. }
  37. public o0Project.Vector3f Radius
  38. {
  39. get
  40. {
  41. return new o0Project.Vector3f(_Radius.x, _Radius.y, _Radius.z);
  42. }
  43. set
  44. {
  45. _Radius = new Vector3(value.x, value.y, value.z);
  46. }
  47. }
  48. public o0MagneticCalibrater()
  49. {
  50. //Calibration = true;
  51. }
  52. public o0MagneticCalibrater(o0Project.Vector3f Center, o0Project.Vector3f Radius)
  53. {
  54. this.Center = Center;
  55. this.Radius = Radius;
  56. }
  57. HashSet<Vector3> Point = default;
  58. Dictionary<(Vector3, Vector3), float> Distance = default;
  59. public void AddPoint(Vector3 v)
  60. {
  61. if (Point.Contains(v))
  62. return;
  63. foreach (var i in Point)
  64. Distance.Add((i, v), Vector3.Distance(v, i));
  65. Point.Add(v);
  66. }
  67. public void RemovePoint(Vector3 v)
  68. {
  69. Point.Remove(v);
  70. foreach (var i in Point)
  71. {
  72. Distance.Remove((v, i));
  73. Distance.Remove((i, v));
  74. }
  75. }
  76. public float TotalDistance(Vector3 v)
  77. {
  78. float t = 0;
  79. foreach (var i in Point)
  80. {
  81. if (Distance.ContainsKey((i, v)))
  82. {
  83. t += Distance[(i, v)];
  84. continue;
  85. }else if (Distance.ContainsKey((v, i)))
  86. {
  87. t += Distance[(v, i)];
  88. continue;
  89. }
  90. }
  91. return t;
  92. }
  93. public Vector3 MinDistancePoint()
  94. {
  95. Vector3 minV = default;
  96. float minD = float.MaxValue;
  97. foreach (var i in Point)
  98. {
  99. float d = TotalDistance(i);
  100. if (minV == default || minD > d)
  101. {
  102. minD = d;
  103. minV = i;
  104. }
  105. }
  106. return minV;
  107. }
  108. public Vector3 RadiusScale()
  109. {
  110. Vector3 min = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
  111. Vector3 max = new Vector3(float.MinValue, float.MinValue, float.MinValue);
  112. foreach (var i in Point)
  113. {
  114. if (min.x > i.x)
  115. min.x = i.x;
  116. if (min.y > i.y)
  117. min.y = i.y;
  118. if (min.z > i.z)
  119. min.z = i.z;
  120. if (max.x < i.x)
  121. max.x = i.x;
  122. if (max.y < i.y)
  123. max.y = i.y;
  124. if (max.z < i.z)
  125. max.z = i.z;
  126. }
  127. return (max - min)/2;
  128. }
  129. public bool Calibration {
  130. get
  131. {
  132. return Distance != null;
  133. }
  134. set
  135. {
  136. if(value == true)
  137. {
  138. Point = new HashSet<Vector3>();
  139. Distance = new Dictionary<(Vector3, Vector3), float>();
  140. }
  141. else
  142. {
  143. Distance = null;
  144. }
  145. }
  146. }
  147. public System.Random r = new System.Random();
  148. public Vector3 Update(Vector3 v)
  149. {
  150. if(v.magnitude > 30)
  151. Debug.Log(v);
  152. if (Calibration)
  153. {
  154. AddPoint(v);
  155. if (Point.Count > 100)
  156. {
  157. RemovePoint(MinDistancePoint());
  158. _Radius = RadiusScale();
  159. }
  160. Vector3 randomV = Point.ElementAt(r.Next(Point.Count));
  161. var scaledCenter = new Vector3(_Center.x / _Radius.x, _Center.y / _Radius.y, _Center.z / _Radius.z);
  162. var scaledV = new Vector3(randomV.x / _Radius.x, randomV.y / _Radius.y, randomV.z / _Radius.z);
  163. float diff = Vector3.Distance(scaledCenter, scaledV) - 1;
  164. scaledCenter += (scaledV - scaledCenter).normalized * diff * 0.1f;
  165. _Center = new Vector3(scaledCenter.x * _Radius.x, scaledCenter.y * _Radius.y, scaledCenter.z * _Radius.z);
  166. }
  167. /*
  168. if (diff > 0)
  169. {
  170. Center -= v * diff;
  171. }
  172. else
  173. {
  174. }/**/
  175. //Point.Add(v);
  176. //Debug.Log(v.magnitude);
  177. v -= _Center;
  178. v = new Vector3(v.x / _Radius.x, v.y / _Radius.y, v.z / _Radius.z);
  179. return v;
  180. }
  181. public float CalibratCompletionPercentage()
  182. {
  183. if (Point == null)
  184. return 0;
  185. List<float> ScaleDistance = new List<float>();
  186. foreach (var i in Point)
  187. {
  188. var v = i - _Center;
  189. ScaleDistance.Add(new Vector3(v.x / _Radius.x, v.y / _Radius.y, v.z / _Radius.z).magnitude);
  190. }
  191. while (ScaleDistance.Count < 100)
  192. ScaleDistance.Add(0);
  193. float average = 0;
  194. foreach (var i in ScaleDistance)
  195. average += i;
  196. average /= ScaleDistance.Count;
  197. float variance = 0;
  198. foreach (var i in ScaleDistance)
  199. variance += Mathf.Pow(average - i, 2);
  200. variance /= ScaleDistance.Count;
  201. return Mathf.Pow((1 - variance / average),10) * 100;
  202. //return variance;
  203. }
  204. }
  205. public class o09DOF
  206. {
  207. static Vector3 AccIdentity = new Vector3(0, -1, 0);
  208. static Vector3 MagIdentity = new Vector3(-1, 2, 0).normalized;
  209. public class State
  210. {
  211. public long TimeGap;
  212. public Vector3 Acc = AccIdentity;
  213. public Vector3 Gyr;
  214. public Vector3 Mag = MagIdentity;
  215. public Quaternion Qua;
  216. public float Variance = 1;
  217. }
  218. List<State> States = new List<State>();
  219. Vector3 AccOld;
  220. Vector3 GyrOld;
  221. Vector3 MagOld;
  222. long TimeGapOld;
  223. /////////////////////g degree/ms
  224. public Quaternion o06DOFUpdate(Vector3 AccOld, Vector3 GyrOld, Vector3 MagOld, long TimeGapOld)
  225. {
  226. //Debug.Log(TimeGapOld);
  227. var Acc = this.AccOld;
  228. var Gyr = this.GyrOld;
  229. var Mag = this.MagOld;
  230. float TimeGap = (TimeGapOld + this.TimeGapOld) / 2;
  231. this.AccOld = AccOld;
  232. this.GyrOld = GyrOld;
  233. this.MagOld = MagOld;
  234. this.TimeGapOld = TimeGapOld;
  235. if (this.TimeGapOld <= 0)
  236. return Quaternion.identity;
  237. var Last = States.LastOrDefault() ?? new State();
  238. States.Add(new State());
  239. if (States.Count > 10)
  240. States.RemoveAt(0);
  241. var state = States.Last();
  242. state.Acc = Acc;
  243. state.Gyr = Gyr;
  244. state.Mag = Mag;
  245. //Debug.Log(TimeGap);
  246. /*
  247. var Accwit = GameObject.Find("Accwit");
  248. var Gyrwit = GameObject.Find("Gyrwit");
  249. var Magwit = GameObject.Find("Magwit");/**/
  250. var LastQuaternion = Last.Qua;
  251. //var LastQuaternion = Gyrwit.transform.localRotation;
  252. var newQua = new Quaternion();
  253. newQua.eulerAngles = Gyr * TimeGap;
  254. var quaGyr = LastQuaternion * newQua;
  255. float AccLengthToAngle = 90;//1倍引力差相当于多少度方差
  256. float MagLengthToAngle = 90;//1倍磁力差相当于多少度方差
  257. /*
  258. *
  259. float GyrVariance = state.Variance + TimeGap/200 + Mathf.Pow((Gyr * TimeGap).magnitude * 0.03f,2);
  260. float AccVariance = TimeGap / 30 + Mathf.Pow((Acc.magnitude - 9.8f) / 9.8f * AccLengthToAngle, 2)+ Mathf.Pow(Vector3.Angle(Acc,Last.Acc) * 0.5f, 2);
  261. //Debug.Log(Mag.magnitude);
  262. float MagVariance = TimeGap / 100 + Mathf.Pow((Mag.magnitude - 500) / 500 * MagLengthToAngle, 2) + Mathf.Pow(Vector3.Angle(Mag, Last.Mag) * 0.1f, 2);
  263. /**/
  264. float GyrVariance = state.Variance + TimeGap / 100 + (Gyr * TimeGap).magnitude * 0.05f;
  265. float AccVariance = TimeGap / 30 + Mathf.Sqrt(Mathf.Pow((Acc.magnitude - 9.8f) / 9.8f * AccLengthToAngle, 2) + Mathf.Pow(Vector3.Angle(Acc, Last.Acc) * 0.5f, 2));
  266. Debug.Log(AccVariance);
  267. float MagVariance = TimeGap / 100 + Mathf.Sqrt(Mathf.Pow((Mag.magnitude - 500) / 500 * MagLengthToAngle, 2) + Mathf.Pow(Vector3.Angle(Mag, Last.Mag) * 0.1f, 2));
  268. state.Variance = state.Variance * AccVariance / (state.Variance + AccVariance);
  269. state.Variance = state.Variance * MagVariance / (state.Variance + MagVariance);
  270. var quaAccMag = o0Project.o0.FormQuaternion(AccIdentity, MagIdentity, Acc, Mag, AccVariance / (AccVariance + MagVariance));
  271. var quaMinRate = GyrVariance / (GyrVariance + Mathf.Max(AccVariance, MagVariance));
  272. var quaMaxRate = GyrVariance / (GyrVariance + Mathf.Min(AccVariance, MagVariance));
  273. Quaternion quaFirst = Quaternion.Slerp(quaGyr, quaAccMag, quaMinRate).normalized;
  274. float quaSecondRate = (quaMaxRate - quaMinRate) / (1 - quaMinRate);
  275. state.Qua = AccVariance < MagVariance ? o0Project.o0.FormQuaternion(quaFirst, AccIdentity, Acc, quaSecondRate) : o0Project.o0.FormQuaternion(quaFirst, MagIdentity, Mag, quaSecondRate);
  276. return state.Qua;
  277. //Image1.DrawLine();
  278. }
  279. }