using Newtonsoft.Json; using System; using System.Collections.Generic; using System.Linq; using UnityEngine; using MathNet.Numerics.LinearAlgebra; using UnityEngine.UI; using MathNet.Numerics; public class o0Vector3Filter { Vector3 state = default; float Variance = 1; public Vector3 Update(Vector3 v) { if (state == default) return state = v; Variance += 10; float mVariance = 1; state = Vector3.Lerp(state, v, mVariance/ (Variance + mVariance)); Variance = Variance * mVariance / (Variance + mVariance); return state; } } public class o0MagneticCalibraterEllipsoidFitting//默认在无磁干扰环境下,有磁干扰则无法保证效果 { [JsonIgnore] public Vector3 _Center = Vector3.zero; [JsonIgnore] Matrix _CorrectMatrix = null; public float[] Center { get { return new float[]{_Center.x, _Center.y, _Center.z}; } set { _Center = new Vector3(value[0], value[1], value[2]); } } public double[] CorrectMatrix { get { if (_CorrectMatrix == null) return default; var m = new double[9]; for (var i = 0; i < 3; ++i) for (var j = 0; j < 3; ++j) m[j + i * 3] = _CorrectMatrix[i,j]; return m; } set { if (value == default) { _CorrectMatrix = null; return; } _CorrectMatrix = CreateMatrix.Dense(3,3); for (var i = 0; i < 3; ++i) for (var j = 0; j < 3; ++j) _CorrectMatrix[i, j] = value[j + i * 3]; } } public o0MagneticCalibraterEllipsoidFitting() { //Calibration = true; } // public o0MagneticCalibraterEllipsoidFitting(o0Project.Vector3f Center, double[] CorrectMatrix) public o0MagneticCalibraterEllipsoidFitting(float[] Center, double[] CorrectMatrix) { this.Center = Center; this.CorrectMatrix = CorrectMatrix; } [JsonIgnore] List records = null; [JsonIgnore] public Vector3 _Radius = default; public float[] Radius { get { return new float[]{_Radius.x, _Radius.y, _Radius.z}; } set { _Radius = new Vector3(value[0], value[1], value[2]); } } public List getRecords() { //Debug.LogWarning(records); return records; } [JsonIgnore] List BadRecords = null; [JsonIgnore] public bool Calibration { get { return records != null; } set { if (value == true) { records = new List(); } else { try { int mag_data_counter = records.Count; //mag数据数量 double mag_x, mag_y, mag_z; var mat_D = CreateMatrix.Dense(mag_data_counter, 9); //读取mag for (int i = 0; i < mag_data_counter; i++) { //mag_x_y_z赋值 mag_x = records[i].x; mag_y = records[i].y; mag_z = records[i].z; mat_D[i, 0] = mag_x * mag_x; mat_D[i, 1] = mag_y * mag_y; mat_D[i, 2] = mag_z * mag_z; mat_D[i, 3] = 2 * mag_x * mag_y; mat_D[i, 4] = 2 * mag_x * mag_z; mat_D[i, 5] = 2 * mag_y * mag_z; mat_D[i, 6] = 2 * mag_x; mat_D[i, 7] = 2 * mag_y; mat_D[i, 8] = 2 * mag_z; } var mat_DT = mat_D.Transpose(); var mat_Ones = CreateMatrix.Dense(mag_data_counter, 1, 1.0); var mat_Result = (mat_DT * mat_D).Inverse() * (mat_DT * mat_Ones); var mat_A_4x4 = CreateMatrix.Dense(4, 4); mat_A_4x4[0, 0] = mat_Result[0, 0]; mat_A_4x4[0, 1] = mat_Result[3, 0]; mat_A_4x4[0, 2] = mat_Result[4, 0]; mat_A_4x4[0, 3] = mat_Result[6, 0]; mat_A_4x4[1, 0] = mat_Result[3, 0]; mat_A_4x4[1, 1] = mat_Result[1, 0]; mat_A_4x4[1, 2] = mat_Result[5, 0]; mat_A_4x4[1, 3] = mat_Result[7, 0]; mat_A_4x4[2, 0] = mat_Result[4, 0]; mat_A_4x4[2, 1] = mat_Result[5, 0]; mat_A_4x4[2, 2] = mat_Result[2, 0]; mat_A_4x4[2, 3] = mat_Result[8, 0]; mat_A_4x4[3, 0] = mat_Result[6, 0]; mat_A_4x4[3, 1] = mat_Result[7, 0]; mat_A_4x4[3, 2] = mat_Result[8, 0]; mat_A_4x4[3, 3] = -1.0; var mat_Center = -((mat_A_4x4.SubMatrix(0, 3, 0, 3)).Inverse() * mat_Result.SubMatrix(6, 3, 0, 1)); //椭球圆心 //分块,从0,0开始的3*3的矩阵 var mat_T_4x4 = CreateMatrix.DenseIdentity(4, 4); mat_T_4x4.SetSubMatrix(3, 1, 0, 3, mat_Center.Transpose()); var mat_R = mat_T_4x4 * mat_A_4x4 * mat_T_4x4.Transpose(); var evd = mat_R.SubMatrix(0, 3, 0, 3) / -mat_R[3, 3]; var eig = evd.Evd(); var mat_Eigval = CreateVector.Dense(3); var mat_Evecs = eig.EigenVectors; mat_Eigval[0] = eig.EigenValues[0].Real; //特征值的实部 mat_Eigval[1] = eig.EigenValues[1].Real; mat_Eigval[2] = eig.EigenValues[2].Real; var mat_Radii = mat_Eigval.Map(delegate (double x) { return 1.0 / Math.Sqrt(Math.Abs(x)); }); //椭球半径,特征值倒数后开方 var mat_Scale = CreateMatrix.DenseIdentity(3, 3); mat_Scale[0, 0] = mat_Radii[0]; mat_Scale[1, 1] = mat_Radii[1]; mat_Scale[2, 2] = mat_Radii[2]; //double min_Radii = mat_Radii.Minimum(); //返回最小的元素 mat_Scale = mat_Scale.Inverse();// * min_Radii; var mat_Correct = mat_Evecs * mat_Scale * mat_Evecs.Transpose(); //_Center = new Vector3((float)mat_Center[0], (float)mat_Center[1], (float)mat_Center[2]); Debug.Log("The Ellipsoid center is:" + mat_Center.ToString()); Debug.Log("The Ellipsoid radii is:" + mat_Radii.ToString()); Debug.Log("The scale matrix is:" + mat_Scale.ToString()); Debug.Log("The correct matrix is:" + mat_Correct.ToString()); _Center = new Vector3((float)mat_Center[0, 0], (float)mat_Center[1, 0], (float)mat_Center[2, 0]); _Radius = new Vector3((float)mat_Radii[0], (float)mat_Radii[1], (float)mat_Radii[2]); this._CorrectMatrix = mat_Correct; { BadRecords = new List(); var AverageDistance = 0f; foreach (var i in records) { var v = i - new Vector3((float)mat_Center[0, 0], (float)mat_Center[1, 0], (float)mat_Center[2, 0]); var MathNetV = CreateVector.Dense(3); MathNetV[0] = v.x; MathNetV[1] = v.y; MathNetV[2] = v.z; //MathNetV = (MathNetV * mat_Scale) * mat_Correct; MathNetV = (MathNetV) * mat_Correct; v = new Vector3((float)MathNetV[0], (float)MathNetV[1], (float)MathNetV[2]); AverageDistance += v.magnitude; } AverageDistance /= records.Count; foreach (var i in records) { var v = i - new Vector3((float)mat_Center[0, 0], (float)mat_Center[1, 0], (float)mat_Center[2, 0]); var MathNetV = CreateVector.Dense(3); MathNetV[0] = v.x; MathNetV[1] = v.y; MathNetV[2] = v.z; //MathNetV = (MathNetV * mat_Scale) * mat_Correct; MathNetV = (MathNetV) * mat_Correct; v = new Vector3((float)MathNetV[0], (float)MathNetV[1], (float)MathNetV[2]); if (Math.Abs(v.magnitude - AverageDistance) > 0.1 * AverageDistance) { BadRecords.Add(i); } } Debug.Log("BadRecords: "+ BadRecords.Count); } } catch(NonConvergenceException) { Debug.Log("数据错误无法拟合"); } records = null; } } } public Vector3 Update(Vector3 v) { if (v.magnitude > 30) Debug.Log(v); if (Calibration) { records.Add(v); return v; } if(_CorrectMatrix != null) { v -= _Center; var MathNetV = CreateVector.Dense(3); MathNetV[0] = v.x; MathNetV[1] = v.y; MathNetV[2] = v.z; //MathNetV = (MathNetV * mat_Scale) * mat_Correct; MathNetV = (MathNetV) * _CorrectMatrix; v = new Vector3((float)MathNetV[0], (float)MathNetV[1], (float)MathNetV[2]); //Debug.Log(v.magnitude); return v; } return v; } public float CalibratCompletionPercentage() { return 0; } } public class o0MagneticCalibraterSimple//默认在无磁干扰环境下,有磁干扰则无法保证效果 { [JsonIgnore] public Vector3 _Center = Vector3.zero; //Vector3 Center = new Vector3(0,0,0); [JsonIgnore] public Vector3 _Radius = new Vector3(2, 2, 2); public o0Project.Vector3f Center { get { return new o0Project.Vector3f(_Center.x, _Center.y, _Center.z); } set { _Center = new Vector3(value.x, value.y, value.z); } } public o0Project.Vector3f Radius { get { return new o0Project.Vector3f(_Radius.x, _Radius.y, _Radius.z); } set { _Radius = new Vector3(value.x, value.y, value.z); } } public o0MagneticCalibraterSimple() { //Calibration = true; } public o0MagneticCalibraterSimple(o0Project.Vector3f Center, o0Project.Vector3f Radius) { this.Center = Center; this.Radius = Radius; } [JsonIgnore] Vector3 Min = new Vector3(float.MinValue, float.MinValue, float.MinValue); [JsonIgnore] Vector3 Max = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue); [JsonIgnore] public bool Calibration { get { return !(Min == new Vector3(float.MinValue, float.MinValue, float.MinValue) && Max == new Vector3(float.MaxValue, float.MaxValue, float.MaxValue)); } set { if (value == true) { Min = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue); Max = new Vector3(float.MinValue, float.MinValue, float.MinValue); } else { Min = new Vector3(float.MinValue, float.MinValue, float.MinValue); Max = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue); } } } public Vector3 Update(Vector3 v) { if (v.magnitude > 30) Debug.Log(v); if (Calibration) { if (Min.x > v.x) Min.x = v.x; if (Min.y > v.y) Min.y = v.y; if (Min.z > v.z) Min.z = v.z; if (Max.x < v.x) Max.x = v.x; if (Max.y < v.y) Max.y = v.y; if (Max.z < v.z) Max.z = v.z; _Center = (Max + Min) / 2; _Radius = (Max - Min) / 2; return v; } v -= _Center; v = new Vector3(v.x / _Radius.x, v.y / _Radius.y, v.z / _Radius.z); return v; } public float CalibratCompletionPercentage() { return 0; } } public class o0MagneticCalibrater//默认在无磁干扰环境下,有磁干扰则无法保证效果 { [JsonIgnore] public Vector3 _Center = Vector3.zero; //Vector3 Center = new Vector3(0,0,0); [JsonIgnore] public Vector3 _Radius = new Vector3(2, 2, 2); public o0Project.Vector3f Center { get { return new o0Project.Vector3f(_Center.x, _Center.y, _Center.z); } set { _Center = new Vector3(value.x, value.y, value.z); } } public o0Project.Vector3f Radius { get { return new o0Project.Vector3f(_Radius.x, _Radius.y, _Radius.z); } set { _Radius = new Vector3(value.x, value.y, value.z); } } public o0MagneticCalibrater() { //Calibration = true; } public o0MagneticCalibrater(o0Project.Vector3f Center, o0Project.Vector3f Radius) { this.Center = Center; this.Radius = Radius; } [JsonIgnore] HashSet Point = default; [JsonIgnore] int PointMaxCount = 50; [JsonIgnore] Dictionary<(Vector3, Vector3), float> Distance = default; public void AddPoint(Vector3 v) { if (Point.Contains(v)) return; foreach (var i in Point) Distance.Add((i, v), Vector3.Distance(v, i)); Point.Add(v); } public void RemovePoint(Vector3 v) { Point.Remove(v); foreach (var i in Point) { Distance.Remove((v, i)); Distance.Remove((i, v)); } } public float TotalDistance(Vector3 v) { float t = 0; foreach (var i in Point) { if (Distance.ContainsKey((i, v))) { t += Distance[(i, v)]; continue; } else if (Distance.ContainsKey((v, i))) { t += Distance[(v, i)]; continue; } } return t; } public Vector3 MinDistancePoint() { Vector3 minV = default; float minD = float.MaxValue; foreach (var i in Point) { float d = TotalDistance(i); if (minV == default || minD > d) { minD = d; minV = i; } } return minV; } public Vector3 RadiusScale() { Vector3 min = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue); Vector3 max = new Vector3(float.MinValue, float.MinValue, float.MinValue); foreach (var i in Point) { if (min.x > i.x) min.x = i.x; if (min.y > i.y) min.y = i.y; if (min.z > i.z) min.z = i.z; if (max.x < i.x) max.x = i.x; if (max.y < i.y) max.y = i.y; if (max.z < i.z) max.z = i.z; } return (max - min) / 2; } [JsonIgnore] public bool Calibration { get { return Distance != null; } set { if (value == true) { Point = new HashSet(); Distance = new Dictionary<(Vector3, Vector3), float>(); } else { Distance = null; } } } [JsonIgnore] public System.Random r = new System.Random(); public Vector3 Update(Vector3 v) { if (v.magnitude > 30) Debug.Log(v); if (Calibration) { AddPoint(v); if (Point.Count > PointMaxCount) { RemovePoint(MinDistancePoint()); _Radius = RadiusScale(); } Vector3 randomV = Point.ElementAt(r.Next(Point.Count)); var scaledCenter = new Vector3(_Center.x / _Radius.x, _Center.y / _Radius.y, _Center.z / _Radius.z); var scaledV = new Vector3(randomV.x / _Radius.x, randomV.y / _Radius.y, randomV.z / _Radius.z); float diff = Vector3.Distance(scaledCenter, scaledV) - 1; scaledCenter += (scaledV - scaledCenter).normalized * diff * 0.1f; _Center = new Vector3(scaledCenter.x * _Radius.x, scaledCenter.y * _Radius.y, scaledCenter.z * _Radius.z); } /* if (diff > 0) { Center -= v * diff; } else { }/**/ //Point.Add(v); //Debug.Log(v.magnitude); v -= _Center; v = new Vector3(v.x / _Radius.x, v.y / _Radius.y, v.z / _Radius.z); return v; } public float CalibratCompletionPercentage() { if (Point == null) return 0; List ScaleDistance = new List(); foreach (var i in Point) { var v = i - _Center; ScaleDistance.Add(new Vector3(v.x / _Radius.x, v.y / _Radius.y, v.z / _Radius.z).magnitude); } while (ScaleDistance.Count < PointMaxCount) ScaleDistance.Add(0); float average = 0; foreach (var i in ScaleDistance) average += i; average /= ScaleDistance.Count; float variance = 0; foreach (var i in ScaleDistance) variance += Mathf.Pow(average - i, 2); variance /= ScaleDistance.Count; return Mathf.Pow((1 - variance / average), 10) * 100; //return variance; } } public class o0GyrCalibrater { [JsonIgnore] public Vector3 _Average = Vector3.zero; [JsonIgnore] public long Count = -1; [JsonIgnore] public bool Calibration { get { return Count != -1; } set { if (value) Count = 0; else Count = -1; } } public float[] Average { get { return new float[]{_Average.x, _Average.y, _Average.z}; } set { _Average = new Vector3(value[0], value[1], value[2]); } } public o0GyrCalibrater() { } //[JsonConstructor, o0.BinarySerialization.Constructor] // public o0GyrCalibrater(o0Project.Vector3f Average) public o0GyrCalibrater(float[] Average) { this.Average = Average; } public Vector3 Update(Vector3 v) { if (Calibration) _Average += (v - _Average) / ++Count; v -= _Average; if (v.magnitude < 0.0002) return Vector3.zero; return v; } } public class o09Axis { // public static List Tester = new List(); // public static List TextTester = new List(); public List Tester = new List(); public List TextTester = new List(); static public Vector3 AccIdentity = new Vector3(0, -1, 0); static public Vector3 MagIdentity = new Vector3(-1, 2, 0).normalized; public class State { public long TimeGap; public Vector3 Acc = AccIdentity; public Vector3 AccSmooth = AccIdentity; public double AccVariance = 1; public Vector3 Gyr; public Vector3 Mag = MagIdentity; public Vector3 MagSmooth = MagIdentity; public Quaternion Qua = Quaternion.identity; public Quaternion QuaSmooth = Quaternion.identity; public double Variance = 1; } o0Project.Variance HardwareVarianceGyr = new o0Project.Variance(1000); o0Project.Variance HardwareVarianceAcc = new o0Project.Variance(1000); o0Project.Variance HardwareVarianceMag = new o0Project.Variance(1000); public List States = new List(); public Vector3 AccOld; public Vector3 GyrOld; public Vector3 MagOld; public float x; public float y; public float z; long TimeGapOld; //o0Aien.o0SigmoidIntegrationFilterVector3 AccFilter = new o0Aien.o0SigmoidIntegrationFilterVector3(0.2f, 1); //o0Aien.o0SigmoidIntegrationFilterVector3 MagFilter = new o0Aien.o0SigmoidIntegrationFilterVector3(0.2f,1); o0Aien.o0WeightedAverageFilterVector3 AccFilter = new o0Aien.o0WeightedAverageFilterVector3(5); o0Aien.o0WeightedAverageFilterVector3 MagFilter = new o0Aien.o0WeightedAverageFilterVector3(10); // o0Aien.o0SigmoidIntegrationFilterVector3 AccFilter = new o0Aien.o0SigmoidIntegrationFilterVector3(5.2f,5); // o0Aien.o0SigmoidIntegrationFilterVector3 MagFilter = new o0Aien.o0SigmoidIntegrationFilterVector3(5.2f,5); /////////////////////g degree/ms public Quaternion Update(Vector3 AccOld, Vector3 GyrOld, Vector3 MagOld, long TimeGapOld) { o0UIRawImageTester.UpdateAllOffset(); //Debug.Log(TimeGapOld); var Acc = this.AccOld; var Gyr = (this.GyrOld + GyrOld)/2; var Mag = this.MagOld; float TimeGap = this.TimeGapOld; this.AccOld = AccOld; this.GyrOld = GyrOld; this.MagOld = MagOld; this.TimeGapOld = TimeGapOld; var Last = States.LastOrDefault() ?? new State(); if (this.TimeGapOld <= 0) return Last.Qua; States.Add(new State()); if (States.Count > 200) States.RemoveAt(0); var state = States.Last(); state.Acc = Acc; state.AccSmooth = AccFilter.Update(Acc); //state.AccSmooth = Vector3.Slerp(Last.AccSmooth, Acc, 0.2f); state.Gyr = Gyr; state.Mag = Mag;/**/ state.MagSmooth = MagFilter.Update(Mag); if (States.Count <=1) return Quaternion.identity; /* state.Acc = Last.Acc; AccFilter.Update(ref state.Acc, Acc); state.Gyr = Gyr; state.Mag = Last.Mag; MagFilter.Update(ref state.Mag, Mag);/**/ HardwareVarianceGyr.Update((Gyr).magnitude);//每毫秒方差2.331017E-09 度左右 0.00000002331017 HardwareVarianceAcc.Update(Vector3.Angle(state.Acc, Last.Acc));//方差0.0012度左右 HardwareVarianceMag.Update(Vector3.Angle(state.Mag, Last.Mag));//方差3.5度左右 //Tester?[7].DrawLine(HardwareVarianceAcc.Value, new Color(0, 0, 0));//0.0012左右 //Tester?[8].DrawLine(HardwareVarianceMag.Value, new Color(0, 0, 0));//3.5左右 //Debug.Log(HardwareVarianceMag.Value); // var Accwit = GameObject.Find("Accwit"); // var Gyrwit = GameObject.Find("Gyrwit"); // var Magwit = GameObject.Find("Magwit"); var LastQuaternion = Last.Qua; //var LastQuaternion = Gyrwit.transform.localRotation; var newQua = new Quaternion(); newQua.eulerAngles = Gyr * TimeGap; var quaGyr = LastQuaternion * newQua; // Accwit.transform.localRotation = o0Project.o0.FormQuaternion(Accwit.transform.localRotation, AccIdentity, Acc, 1); // Magwit.transform.localRotation = o0Project.o0.FormQuaternion(Magwit.transform.localRotation, MagIdentity, Mag, 1); //Tester?[3].DrawLine(Vector3.Angle(Acc, Last.Acc) / 1, new Color(1, 0, 0)); //Tester?[4].DrawLine(Quaternion.Angle(LastQuaternion, quaGyr) / 45, new Color(1, 0, 0)); //Tester?[5].DrawLine(Vector3.Angle(Mag, Last.Mag) / 5, new Color(1, 0, 0)); double AccLengthToAngle = 5;//1倍引力差相当于多少度方差 double MagLengthToAngle = 5;//1倍磁力差相当于多少度方差 /* float GyrVariance = Last.Variance + (Gyr * TimeGap).magnitude * 0.05f; float AccVariance = Mathf.Max(TimeGap / 1, Mathf.Sqrt(Mathf.Pow((Acc.magnitude - 9.8f) / 9.8f * AccLengthToAngle, 2) + Mathf.Pow(Vector3.Angle(Acc, Last.Acc) * 0.8f, 2))); //Debug.Log(AccVariance); float MagVariance = Mathf.Max(TimeGap / 0.2f, Mathf.Sqrt(Mathf.Pow((Mag.magnitude - 1) / 1 * MagLengthToAngle, 2) + Mathf.Pow(Vector3.Angle(Mag, Last.Mag) * 0.05f, 2))); state.Variance = state.Variance * AccVariance / (state.Variance + AccVariance); state.Variance = state.Variance * MagVariance / (state.Variance + MagVariance);/**/ //测试效果不错但没迭代的版本 /* * float GyrVariance = state.Variance + TimeGap/100 + (Gyr * TimeGap).magnitude * 0.05f; 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)); //Debug.Log(AccVariance); float MagVariance = TimeGap / 1 + Mathf.Sqrt(Mathf.Pow((Mag.magnitude - 1) / 1 * MagLengthToAngle, 2) + Mathf.Pow(Vector3.Angle(Mag, Last.Mag) * 0.1f, 2)); /**/ //Tester?[1].DrawLine(TimeGap / 100f, new Color(0, 0, 1)); //Tester?[2].DrawLine((int)(Last.Variance / 90), new Color(0, 0, 0)); // double GyrVariance = Last.Variance + 0.00000002331017 * TimeGap + Math.Pow((Gyr * TimeGap).magnitude * 0.03, 2);// 指数4 = 方差2 * 欧拉角旋转误差2 移动导致累计误差 // //Debug.Log(Math.Max(0.00000002331017 * TimeGap, Math.Pow((Gyr * TimeGap).magnitude * 0.001f, 2))); // //Tester?[6].DrawLine((Gyr * TimeGap).magnitude * 0.05f / 90, new Color(0, 0, 0)); // double AccVariance = Math.Max(0.01, Math.Pow((Acc.magnitude - 9.8) / 9.8 * AccLengthToAngle, 4) + Math.Pow(Math.Max(Gyr.magnitude, Vector3.Angle(Acc, Last.Acc) / TimeGap) * 20, 2)); // //double AccVariance = Math.Max(0.01, Math.Pow((Acc.magnitude - 9.8) / 9.8 * AccLengthToAngle, 4) + Math.Pow(Vector3.Angle(Acc, Last.Acc) * 2, 2)); // //Debug.Log(Vector3.Angle(Mag, Last.Mag)); // double MagVariance = Math.Max(3.5, Math.Pow((Mag.magnitude - 1) / 1 * MagLengthToAngle, 4) + Math.Pow(Vector3.Angle(Mag, Last.Mag) * 0.07, 2)); /* double GyrVariance = Last.Variance + 0.00000002331017 * TimeGap + Math.Pow((Gyr * TimeGap).magnitude, 2) * 0.04;// 指数4 = 方差2 * 欧拉角旋转误差2 移动导致累计误差 double AccVariance = Math.Max(0.01, Math.Pow((Acc.magnitude - 9.8) / 9.8 * AccLengthToAngle, 4) + Math.Pow(Math.Max(Gyr.magnitude, Vector3.Angle(Acc, Last.Acc) / TimeGap), 2) * 400); //double AccVariance = Math.Max(0.01, Math.Pow(Math.Max(Gyr.magnitude, Vector3.Angle(Acc, Last.Acc) / TimeGap), 2) * 1000); double MagVariance = Math.Max(3.5, Math.Pow((Mag.magnitude - 1) / 1 * MagLengthToAngle, 4) + Math.Pow(Vector3.Angle(Mag, Last.Mag), 2) * 0.005);/**/ /* double GyrVariance = Last.Variance + 0.00000002331017 * TimeGap + Math.Pow((Gyr * TimeGap).magnitude, 2) * 0.1;// 指数4 = 方差2 * 欧拉角旋转误差2 移动导致累计误差 double AccVariance = Math.Max(0.01, Math.Pow((Acc.magnitude - 9.8) / 9.8 * AccLengthToAngle, 4) + Math.Pow(Math.Max(Gyr.magnitude, Vector3.Angle(Acc, Last.Acc) / TimeGap), 2) * 20); //double AccVariance = Math.Max(0.01, Math.Pow(Math.Max(Gyr.magnitude, Vector3.Angle(Acc, Last.Acc) / TimeGap), 2) * 1000); double MagVariance = Math.Max(3.5, Math.Pow((Mag.magnitude - 1) / 1 * MagLengthToAngle, 4) + Math.Pow(Vector3.Angle(Mag, Last.Mag), 2) * 0.005);/**/ /* double GyrVariance = Last.Variance + Math.Pow((Gyr * TimeGap).magnitude, 2) * 0.1;// 指数4 = 方差2 * 欧拉角旋转误差2 移动导致累计误差 double AccVariance = Math.Pow(Math.Max(Gyr.magnitude, Vector3.Angle(Acc, Last.Acc) / TimeGap), 2) * 20; //double AccVariance = Math.Max(0.01, Math.Pow(Math.Max(Gyr.magnitude, Vector3.Angle(Acc, Last.Acc) / TimeGap), 2) * 1000); double MagVariance = Math.Pow(Vector3.Angle(Mag, Last.Mag), 2) * 0.005;/**/ double GyrVariance = Last.Variance + Math.Pow((Gyr * TimeGap).magnitude * 0.3,3);// 指数4 = 方差2 * 欧拉角旋转误差2 移动导致累计误差 double AccVariance = Math.Max((Gyr * TimeGap).magnitude, Vector3.Angle(state.AccSmooth, Last.AccSmooth)) * 1 + Math.Pow(Math.Abs(state.AccSmooth.magnitude - 9.8) / 9.8 * AccLengthToAngle,4); //double AccVariance = Math.Max(0.01, Math.Pow(Math.Max(Gyr.magnitude, Vector3.Angle(Acc, Last.Acc) / TimeGap), 2) * 1000); double MagVariance = Math.Max((Gyr * TimeGap).magnitude, Vector3.Angle(state.MagSmooth, Last.MagSmooth)) * 1 + Math.Pow(Math.Abs(state.MagSmooth.magnitude - 1) / 1 * MagLengthToAngle,4);/**/ state.Variance = GyrVariance; state.Variance = state.Variance * (AccVariance+ MagVariance) / (state.Variance + (AccVariance + MagVariance)); if (double.IsNaN(GyrVariance)) GyrVariance = double.MinValue; if (double.IsNaN(AccVariance)) AccVariance = double.MinValue; if (double.IsNaN(MagVariance)) MagVariance = double.MinValue; if (double.IsNaN(state.Variance)) state.Variance = double.MinValue; TextTester[1].text = "GyrVariance:" + GyrVariance; TextTester[2].text = "StaticGyrVariance:" + 0.00000002331017 * TimeGap; TextTester[3].text = "MothonGyrVariance:" + Math.Pow((Gyr * TimeGap).magnitude * 0.07, 2); TextTester[4].text = "GyrSpeed:" + Gyr.magnitude; TextTester[5].text = "AccVariance:" + AccVariance; TextTester[6].text = "AccLengthVariance:" + Math.Pow((Acc.magnitude - 9.8) / 9.8 * AccLengthToAngle, 4); TextTester[7].text = "AccRotate:" + Math.Pow(Math.Max(Gyr.magnitude, Vector3.Angle(Acc, Last.Acc)/TimeGap)* 20, 2); TextTester[9].text = "AccLength:" + Acc.magnitude; TextTester[10].text = "Gyr*1000,000:" + (Gyr * 1000000).ToString(); TextTester[11].text = "AngleBetweenIdentity*1000:" + Quaternion.Angle(Last.Qua, Quaternion.identity) * 1000; // TextTester[12].text = "Qua.eulerAngles.x:" + Last.Qua.eulerAngles.x; // TextTester[13].text = "Qua.eulerAngles.y:" + Last.Qua.eulerAngles.y; // TextTester[14].text = "Qua.eulerAngles.z:" + Last.Qua.eulerAngles.z; /*if (Gyr != Vector3.zero) { Debug.Log(Gyr); }/**/ var quaAccMag = o0Project.o0.FormQuaternion(AccIdentity, MagIdentity, state.AccSmooth, state.MagSmooth, (float)(AccVariance / (AccVariance + MagVariance))); var quaMinRate = GyrVariance / (GyrVariance + Math.Max(AccVariance, MagVariance)); var quaMaxRate = GyrVariance / (GyrVariance + Math.Min(AccVariance, MagVariance)); Quaternion quaFirst = Quaternion.Slerp(quaGyr, quaAccMag, (float)quaMinRate).normalized; if (float.IsNaN(quaFirst.w)) quaFirst = Last.Qua; /* Debug.Log("start"); Debug.Log(Last.Qua); Debug.Log(quaFirst); Debug.Log(quaGyr); Debug.Log(quaAccMag); Debug.Log("end");/**/ var quaSecondRate = (quaMaxRate - quaMinRate) / (1 - quaMinRate); // Gyrwit.transform.localRotation = AccVariance < MagVariance ? o0Project.o0.FormQuaternion(quaFirst, AccIdentity, Acc, (float)quaSecondRate) : o0Project.o0.FormQuaternion(quaFirst, MagIdentity, Mag, (float)quaSecondRate); // state.Qua = Gyrwit.transform.localRotation; state.Qua = AccVariance < MagVariance ? o0Project.o0.FormQuaternion(quaFirst, AccIdentity, state.AccSmooth, (float)quaSecondRate) : o0Project.o0.FormQuaternion(quaFirst, MagIdentity, state.MagSmooth, (float)quaSecondRate); if (float.IsNaN(state.Qua.w)) state.Qua = Last.Qua;/**/ state.QuaSmooth = Quaternion.Slerp(Last.QuaSmooth, state.Qua, 0.3f); // state.Qua = Quaternion.Lerp(state.Qua, state.Qua,0.99); // state.Qua = Quaternion.Slerp(state.Qua, state.Qua,0.99); //Tester?[0].DrawLine(TimeGap / 200, new Color(1, 0, 0)); //Image1.DrawLine(); //Debug.Log((Gyr * TimeGap).magnitude); //Debug.Log(Quaternion.Angle(state.Qua, Last.Qua)); //TextTester[8].text = "AngleRotated:" + Quaternion.Angle(state.Qua, Last.Qua); var frontV = Last.Qua * Vector3.forward;         var upV = Last.Qua * Vector3.up; x = (Mathf.Atan(upV.y / upV.z) / Mathf.PI * 180 + (upV.z < 0 ? 90:270));         y = (Mathf.Atan(frontV.z / frontV.x) / Mathf.PI * 180+(frontV.x < 0 ? 90:270));         z = (Mathf.Atan(upV.y / upV.x) / Mathf.PI * 180 + (upV.x < 0 ? 90:270)); // TextTester[18].text = "x轴角度:" + (Mathf.Atan(upV.y / upV.z) / Mathf.PI * 180 + (upV.z < 0 ? 90:270)); //         TextTester[19].text = "y轴角度:" + (Mathf.Atan(frontV.z / frontV.x) / Mathf.PI * 180+(frontV.x < 0 ? 90:270)); //         TextTester[20].text = "z轴角度" + (Mathf.Atan(upV.y / upV.x) / Mathf.PI * 180 + (upV.x < 0 ? 90:270)); // TextTester[12].text = "x轴角度:\n" + (Mathf.Atan(upV.y / upV.z) / Mathf.PI * 180 + (upV.z < 0 ? 90:270)); //         TextTester[13].text = "y轴角度:\n" + (Mathf.Atan(frontV.z / frontV.x) / Mathf.PI * 180+(frontV.x < 0 ? 90:270)); //         TextTester[14].text = "z轴角度:\n" + (Mathf.Atan(upV.y / upV.x) / Mathf.PI * 180 + (upV.x < 0 ? 90:270)); //TextTester[12].text = "加速计:" + Acc;         //TextTester[13].text = "陀螺仪:" + Gyr;         //TextTester[14].text = "地磁计:" + Mag; TextTester[12].text = "x:" +x;         TextTester[13].text = "y:" +y;         TextTester[14].text = "z:" +z; /* Tester?[0].DrawLine(Vector3.Angle(Last.Acc, state.Acc) / 3f, new Color(0, 0, 1)); Tester?[1].DrawLine(Vector3.Angle(Last.AccSmooth, state.AccSmooth) / 3f, new Color(0, 0, 1)); Tester?[3].DrawLine(Vector3.Angle(Last.Mag, state.Mag) / 3f, new Color(0, 0, 1)); Tester?[4].DrawLine(Vector3.Angle(Last.MagSmooth, state.MagSmooth) / 3f, new Color(0, 0, 1)); Tester?[6].DrawLine(Quaternion.Angle(Last.Qua, state.Qua) / 3f, new Color(0, 0, 1)); Tester?[7].DrawLine(Quaternion.Angle(Last.QuaSmooth, state.QuaSmooth) / 3f, new Color(0, 0, 1));*/ return state.Qua; } public void SetIdentity() { Quaternion qua = default; AccIdentity = AccOld; MagIdentity = MagOld; qua = o0Project.o0.FormQuaternion(Quaternion.identity, Vector3.down,AccIdentity, 1); AccIdentity=qua*AccIdentity; MagIdentity = qua*MagIdentity; TextTester[0].text = "AccIdentity:"+AccIdentity; States.Last().Qua = Quaternion.identity; States.Last().Qua = qua*States.Last().Qua;//Quaternion.identity; States.Last().Variance = 0.0000001; SaveIdentity(); } public void SetIdentityAccordingToRecords() { AccIdentity = Vector3.zero; foreach (var i in States) AccIdentity += i.Acc; AccIdentity /= States.Count; MagIdentity = Vector3.zero; foreach (var i in States) MagIdentity += i.Mag; MagIdentity /= States.Count; States.Last().Qua = Quaternion.identity; States.Last().Variance = 0.0000001; Vector3.Angle(Vector3.up, States.Last().Mag); } public void LoadIdentity() { try { string magIdentityStr = PlayerPrefs.GetString("MagIdentity", ""); if (magIdentityStr.Length > 0) { float[] arr = JsonConvert.DeserializeObject(magIdentityStr); MagIdentity = new Vector3(arr[0], arr[1], arr[2]); } string accIdentityStr = PlayerPrefs.GetString("AccIdentity", ""); if (accIdentityStr.Length > 0) { float[] arr = JsonConvert.DeserializeObject(accIdentityStr); AccIdentity = new Vector3(arr[0], arr[1], arr[2]); } } catch (System.Exception e) { Debug.LogError(e.Message); } } void SaveIdentity() { PlayerPrefs.SetString("MagIdentity",JsonConvert.SerializeObject(new float[]{ MagIdentity.x, MagIdentity.y, MagIdentity.z })); PlayerPrefs.SetString("AccIdentity", JsonConvert.SerializeObject(new float[]{ AccIdentity.x, AccIdentity.y, AccIdentity.z })); } }