using System; using UnityEngine; using System.Collections.Generic; using System.Linq; using UnityEngine.UI; using Newtonsoft.Json; public class AimHandler : MonoBehaviour { Transform controlObj { get { if (CameraToLook.ins) { return CameraToLook.ins.transform; } return null; } } [SerializeField] Button SetIdentityButton; [SerializeField] Button MagCalibrationButton; [SerializeField] Button GyrCalibrationButton; [SerializeField] Text MagScaleText; [SerializeField] Text GyrScaleText; //椭圆对象 [SerializeField] Ellipse ellipseScript; [SerializeField] GameObject AccObj; [SerializeField] GameObject MagObj; [SerializeField] GameObject AMesh; [SerializeField] Transform DebugTexts; [SerializeField] Transform DrawImage; long TimeGap = default; Vector3 Acc = default; Vector3 Gyr = default; Vector3 Mag = default; o09Axis _9Axis = new o09Axis(); Vector3 cMaxVector = new Vector3(0,0,0); Vector3 cMinVector = new Vector3(0, 0, 0); o0MagneticCalibraterEllipsoidFitting MagCalibrater; o0GyrCalibrater GyrCalibrater; //陀螺仪校准进度记录 public int gyrCalibrateCompleteCount = 0; public int gyrCalibrateTotalCount = 300; long msOld = 0; public static AimHandler ins; void Start() { ins = this; BluetoothDispatcher.aim = OnDataReceived; //初始化 _9Axis.LoadIdentity(); for (var i = 0; i < 9; ++i) { _9Axis.Tester.Add(DrawImage.Find(i.ToString()).gameObject.AddComponent()); } for (var i = 0; i < 15; ++i) { _9Axis.TextTester.Add(DebugTexts.transform.Find("Text" + i.ToString()).gameObject.GetComponent()); } if (SetIdentityButton) { SetIdentityButton.onClick.AddListener(DoIdentity); } try { string magDataStr = PlayerPrefs.GetString("o0MagneticCalibrater"); MagCalibrater = JsonConvert.DeserializeObject(magDataStr); } catch(Exception) { MagCalibrater = null; } if (MagCalibrater == null) { MagCalibrater = new o0MagneticCalibraterEllipsoidFitting(); } if (MagCalibrationButton) { MagCalibrationButton.onClick.AddListener(delegate { CalibrateMag(!MagCalibrater.Calibration); }); } try { string gyrDataStr = PlayerPrefs.GetString("o0GyrCalibrater"); GyrCalibrater = JsonConvert.DeserializeObject(gyrDataStr); if (GyrCalibrater._Average != Vector3.zero) GyrScaleText.text = "已校准"; } catch(Exception) { GyrCalibrater = null; } if (GyrCalibrater == null) { GyrCalibrater = new o0GyrCalibrater(); } if (GyrCalibrationButton) { GyrCalibrationButton.onClick.AddListener(delegate() { CalibrateGyr(!GyrCalibrater.Calibration); }); } } public void CalibrateGyr(bool calibration) { try { GyrCalibrater.Calibration = calibration; if (calibration) { GyrCalibrationButton.GetComponentInChildren().text = "停止陀螺仪校准"; } else { GyrCalibrationButton.GetComponentInChildren().text = "开始陀螺仪校准"; PlayerPrefs.SetString("o0GyrCalibrater", JsonConvert.SerializeObject(GyrCalibrater)); } } catch (Exception e) { Debug.LogError(e.Message); } } public void CalibrateMag(bool calibration) { try { if (calibration) { MagCalibrater.Calibration = calibration; MagCalibrationButton.GetComponentInChildren().text = "停止地磁计校准"; this.cMaxVector = new Vector3(0, 0, 0); this.cMinVector = new Vector3(0, 0, 0); this.ellipseScript.ellipseTran.gameObject.SetActive(false); } else { List list = MagCalibrater.getRecords(); //停止校准时候,看看数组值 float maxDistance = 0f,ratio = 1f; Vector3 maxVector3 = new Vector3(0,0,0); List endRecords = new List(); foreach (Vector3 i in list) { Vector3 v = i - MagCalibrater._Center; if (Math.Abs(v.magnitude) > maxDistance) { maxVector3 = v; maxDistance = Math.Abs(v.magnitude); if(Math.Abs(v.magnitude) < Math.Abs(MagCalibrater._Radius.magnitude)) ratio = Math.Abs(v.magnitude) / Math.Abs(MagCalibrater._Radius.magnitude); else ratio = Math.Abs(MagCalibrater._Radius.magnitude) / Math.Abs(v.magnitude); } } Debug.LogWarning(maxDistance + " == " + Math.Abs(MagCalibrater._Radius.magnitude) + " == " + MagCalibrater._Radius + " = " + maxVector3); //如果比例效果不理想。可以设置为ratio=0.5f foreach (Vector3 i in list) { //- MagCalibrater._Center Vector3 v = i ; v *= ratio; if(endRecords.Count>3000) { endRecords.RemoveAt(0); } endRecords.Add(v); } this.ellipseScript.ClearAndUpdatePointArray(); this.ellipseScript.DrawPointCloud(endRecords); this.ellipseScript.ellipseTran.gameObject.SetActive(true); //绘制椭圆形 if (MagCalibrater._Radius != this.ellipseScript.ellipseTran.localScale) { this.ellipseScript.setEllipseLocalScaleAndCenter(MagCalibrater._Radius, MagCalibrater._Center* ratio); //设置绘制图像相机的对应位置 this.ellipseScript.setCameraPos(MagCalibrater._Center * 0.5f); } MagCalibrater.Calibration = calibration; MagCalibrationButton.GetComponentInChildren().text = "开始地磁计校准"; PlayerPrefs.SetString("o0MagneticCalibrater", JsonConvert.SerializeObject(MagCalibrater)); } } catch (Exception e) { Debug.LogError(e.Message); } } //转换读取的数据,无符号->有符号 float TwoByteToFloat(byte b1, byte b2) { ushort twoByte = (ushort) (b1 * 256 + b2); short shortNum = (short) twoByte; return (float) shortNum; } public void OnDataReceived(byte[] bytes) { // Debug.Log("瞄准模块数据长度" + bytes.Length); if (bytes.Length != 27) { if (bytes.Length == 2) { DeviceBatteryView.ins.RenderBattery(1, bytes[0]); return; } if (bytes.Length > 3 && bytes[3] == 125) { DoIdentity(); } return; } if (bytes[7] == 0 && bytes[8] == 0 && bytes[9] == 0 && bytes[10] == 0 && bytes[11] == 0 && bytes[12] == 0) return; if (bytes[19] == 0 && bytes[20] == 0 && bytes[21] == 0 && bytes[22] == 0 && bytes[23] == 0 && bytes[24] == 0) return; float ax = -TwoByteToFloat(bytes[7], bytes[8]); float ay = TwoByteToFloat(bytes[9], bytes[10]); float az = -TwoByteToFloat(bytes[11], bytes[12]); ax = ax / 32768 * 16; ay = ay / 32768 * 16; az = az / 32768 * 16; Acc = new Vector3(ax, ay, az); AccObj.transform.GetChild(0).localPosition = Acc; float roll = TwoByteToFloat(bytes[13], bytes[14]); float pitch = TwoByteToFloat(bytes[15], bytes[16]); float yaw = TwoByteToFloat(bytes[17], bytes[18]); roll = -roll / 32768 * 2000; pitch = pitch / 32768 * 2000; yaw = -yaw / 32768 * 2000; Gyr = new Vector3(roll, pitch, yaw) / 1000; Gyr = GyrCalibrater.Update(Gyr); if (GyrCalibrater.Calibration) { if (gyrCalibrateCompleteCount < gyrCalibrateTotalCount) { gyrCalibrateCompleteCount++; } } if (GyrScaleText && GyrCalibrater.Calibration) { // GyrScaleText.text = GyrCalibrater._Average.x + "\n" + GyrCalibrater._Average.y + "\n" + GyrCalibrater._Average.z; // GyrScaleText.text = "Gyr*1000,000:" + (_9Axis.GyrOld * 1000000).ToString(); GyrScaleText.text = "" + (_9Axis.GyrOld * 1000000).ToString(); } float x = TwoByteToFloat(bytes[19], bytes[20]); float y = TwoByteToFloat(bytes[21], bytes[22]); float z = -TwoByteToFloat(bytes[23], bytes[24]); var mag = new Vector3(x, y, z); Mag = mag / 32768 * 256; if(Mag.x > -128 && Mag.y > -128 && Mag.z > -128 && Mag.x < 128 && Mag.y < 128 && Mag.z < 128) { //绘制地磁计点 if (MagCalibrater.Calibration) { this.ellipseScript.AddAndUpdatePointArray(Mag); if (Mag.magnitude > this.cMaxVector.magnitude) { this.cMaxVector = Mag; } else if (Mag.magnitude < this.cMinVector.magnitude) { this.cMinVector = Mag; } Vector3 _center = this.cMaxVector - this.cMinVector; Debug.LogWarning(_center + " == "+ _center.magnitude); //设置绘制图像相机的对应位置 this.ellipseScript.setCameraPos(_center/2); } Mag = MagCalibrater.Update(Mag); if (MagScaleText) { MagScaleText.text = MagCalibrater._Radius.ToString(); } } MagObj.transform.GetChild(0).localPosition = Mag; var ms = (((long)bytes[1]) *60 + bytes[2])*1000 + (long)TwoByteToFloat(bytes[3], bytes[4]); if(msOld == default) { msOld = ms; return; } TimeGap = ms - msOld; msOld = ms; AMesh.transform.localRotation = newRotation = _9Axis.Update(Acc * 10, Gyr, Mag, TimeGap); // 记录一些旋转角---start if (ArmBow.ins) { for (int i = ArmBow.ins.recordRotations.Length - 1; i > 0 ; i--) { ArmBow.ins.recordRotations[i] = ArmBow.ins.recordRotations[i - 1]; } ArmBow.ins.recordRotations[0] = newRotation; ArmBow.ins.recordCount++; } // 记录一些旋转角---end } public bool lerpForRotation = true; public void Update() { if (controlObj) { if (lerpForRotation) { controlObj.localRotation = Quaternion.Lerp(controlObj.localRotation, newRotation, Time.deltaTime * 8); } else { controlObj.localRotation = newRotation; } } } Quaternion newRotation = Quaternion.identity; public void DoIdentity() { _9Axis.SetIdentity(); if (controlObj) controlObj.localRotation = _9Axis.States.Last().Qua; } }