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- using UnityEngine;
- public class o09AxisCSBridge {
- o09AxisCS o09AxisCS = new o09AxisCS();
- public Quaternion Update_f(Vector3 AccOld, Vector3 GyrOld, Vector3 MagOld, long TimeGapOld) {
- return o09AxisCS.update(AccOld, GyrOld, MagOld, TimeGapOld);
- }
- public void SetIdentity() {
- o09AxisCS.SetIdentity();
- }
- public Vector3 GetGyrOld_f() {
- return o09AxisCS.getGyrOld();
- }
- public o09Axis.State GetLastState_f() {
- o09AxisCS.State s = o09AxisCS.getLastState();
- o09Axis.State state = new o09Axis.State();
- state.TimeGap = System.Convert.ToInt32(s.TimeGap);
- state.Acc = s.Acc;
- state.AccSmooth = s.AccSmooth;
- state.AccVariance = (float) s.AccVariance;
- state.Gyr = s.Gyr;
- state.Mag = s.Mag;
- state.MagSmooth = s.MagSmooth;
- state.Qua = s.Qua;
- state.QuaSmooth = s.QuaSmooth;
- state.Variance = (float) s.AccVariance;
- return state;
- }
- public void DeleteStatesFromTail(int count) {
- o09AxisCS.DeleteStatesFromTail(count);
- }
- public void SetAccMagVariance(double value) {
- o09AxisCS.SetAccMagVariance(value);
- }
-
- public Vector3 GetAccIdentity_f() {
- return o09AxisCS.AccIdentity;
- }
- public Vector3 GetMagIdentity_f() {
- return o09AxisCS.MagIdentity;
- }
- public void SetAccIdentity(o09Axis.Vector3D value) {
- o09AxisCS.AccIdentity.x = (float) value.x;
- o09AxisCS.AccIdentity.y = (float) value.y;
- o09AxisCS.AccIdentity.z = (float) value.z;
- }
- public void SetMagIdentity(o09Axis.Vector3D value) {
- o09AxisCS.MagIdentity.x = (float) value.x;
- o09AxisCS.MagIdentity.y = (float) value.y;
- o09AxisCS.MagIdentity.z = (float) value.z;
- }
- }
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