Логика обработки данных иму реализована как в рабочей прошивке. Дополнены функции вектора

This commit is contained in:
2026-03-26 18:01:04 +03:00
parent b95a716415
commit b6945b83f4
4 changed files with 183 additions and 34 deletions

View File

@@ -17,41 +17,55 @@ void IRS_init(IRS* irs)
irs->q.z = 0.0f;
}
Vector3 IRS_getGravity(const Quaternion* q)
{
Vector3 g =
{
2 * (q->x*q->z - q->w*q->y),
2 * (q->w*q->x + q->y*q->z),
q->w*q->w - q->x*q->x - q->y*q->y + q->z*q->z
};
return g;
}
void IRS_update(IRS* irs, const Vector3* gyro_in, const Vector3* accel_in, float dt)
{
Vector3 gyro = *gyro_in;
Vector3 accel = {accel_in->x, accel_in->y, -accel_in->z};
Quaternion qConjugate = QuatConjugate(&irs->q);
// gyro intergate
Quaternion q = irs->q;
// gyro update
Quaternion omega =
irs->gyro = *gyro_in;
Vector3 gyro =
{
gyro.x * DEG2RAD,
gyro.y * DEG2RAD,
gyro.z * DEG2RAD,
0
gyro_in->x * dt * DEG2RAD,
gyro_in->y * dt * DEG2RAD,
gyro_in->z * dt * DEG2RAD
};
Quaternion dq = QuatProd(&q, &omega);
dq = QuatConstProd(&dq, 0.5f * dt);
Quaternion g = {gyro.x, gyro.y, gyro.z, 0};
g = QuatProd(&irs->q, &g);
g = QuatConstProd(&g, 0.5f);
irs->q = QuatSum(&irs->q, &g);
irs->q = QuatNormalize(&irs->q, 1.0f);
q = QuatSum(&q, &dq);
q = QuatNormalize(&q, 1.0f);
Quaternion q0010 = {0.0f, 0.0f, 1.0f, 0.0f};
Quaternion conj0010prod = QuatProd(&qConjugate, &q0010);
Quaternion prtilts = QuatProd(&conj0010prod, &irs->q);
irs->oriPRT.x = prtilts.x;
irs->oriPRT.y = prtilts.y;
irs->oriPRT.z = prtilts.z;
// /gyro update
// accel update
Vector3 accel = {accel_in->x, accel_in->y, -accel_in->z};
irs->accel = accel;
restoreQuat(irs, &accel);
// /accel update
/*Vector3 accel = {accel_in->x, accel_in->y, -accel_in->z};
// accel correction
float acc_len = sqrtf(accel.x*accel.x + accel.y*accel.y + accel.z*accel.z);
if (acc_len > 1e-6f)
@@ -99,5 +113,95 @@ void IRS_update(IRS* irs, const Vector3* gyro_in, const Vector3* accel_in, float
irs->q = q;
irs->gyro = gyro;
irs->accel = accel;
irs->accel = accel;*/
}
void restoreQuat(IRS* irs, const Vector3* accel)
{
float len = lengthV3(accel);
static float quat_acc_alpha = 0.03f;
static float quat_acc_max = 0.02f;
float dyn = fabsf(len - 1.0f);
if (dyn > quat_acc_max) dyn = 1.0f; else dyn /= quat_acc_max;
float gain = quat_acc_alpha * (1.0f - dyn);
if (gain < 0.0001f) return;
Vector3 acc = normalizeV3(accel, 1.0f);
Vector3 est;
est.x = 2.0f * (irs->q.x * irs->q.z - irs->q.w * irs->q.y);
est.y = 2.0f * (irs->q.w * irs->q.x - irs->q.y * irs->q.z);
est.z = irs->q.w * irs->q.w - irs->q.x * irs->q.x - irs->q.y * irs->q.y + irs->q.z * irs->q.z;
Vector3 cross = Cross(&acc, &est);
float dot = DotV3(&acc, &est);
if (dot < 0.0f)
{
float error_len = lengthV3(&cross);
if (error_len < 0.001f) {
cross.x = 1.0f;
cross.y = 0.0f;
cross.z = 0.0f;
}
else
{
cross = constProdV3(&cross, 1.0f / error_len);
}
}
Vector3 axis = constProdV3(&cross, gain * 0.5f);
Quaternion correction =
{
axis.x,
axis.y,
axis.z,
1.0f
};
irs->q = QuatProd(&irs->q, &correction);
irs->q = QuatNormalize(&irs->q, 1.0f);
}
void setAccelShift(IRS* irs, const float roll, const float pitch, const float yaw)
{
float h_roll = (roll * DEG2RAD) / 2.0f;
float h_pitch = (pitch * DEG2RAD) / 2.0f;
float h_yaw = (yaw * DEG2RAD) / 2.0f;
Quaternion q_roll = {0.0f, sinf(h_roll), 0.0f, cosf(h_roll)};
Quaternion q_pitch = {sinf(h_pitch), 0.0f, 0.0f, cosf(h_pitch)};
Quaternion q_yaw = {0.0f, 0.0f, sinf(h_yaw), cosf(h_yaw)};
Quaternion prProd = QuatProd(&q_pitch, &q_roll);
Quaternion pryProd = QuatProd(&prProd, &q_yaw);
irs->shiftAccelPRY = pryProd;
}
Vector3 IRS_getGravity(const Quaternion* q)
{
Vector3 g =
{
2 * (q->x*q->z - q->w*q->y),
2 * (q->w*q->x + q->y*q->z),
q->w*q->w - q->x*q->x - q->y*q->y + q->z*q->z
};
return g;
}

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@@ -10,14 +10,20 @@
typedef struct
{
Quaternion q; // ориентация
Vector3 oriPRT; // orientation pitch roll tilts
Vector3 gyro; // deg/s
Vector3 accel; // g
Quaternion shiftAccelPRY; // смещение акселерометра
} IRS;
void IRS_init(IRS* irs);
void IRS_update(IRS* irs, const Vector3* gyro, const Vector3* accel, float dt);
void restoreQuat(IRS* irs, const Vector3* accel);
void setAccelShift(IRS* irs, const float pitch, const float roll, const float yaw);
Vector3 IRS_getGravity(const Quaternion* q);

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@@ -10,8 +10,29 @@ Vector2 normalizeV2(const Vector2* v, float gain)
Vector3 normalizeV3(const Vector3* v, float gain)
{
float len = lengthV3(v);
Vector3 res = {.x = v->x / len, .y = v->y / len, .z = v->z};
Vector3 res = {0};
float n = lengthV3(v);
if (n > 1e-12f)
{
n = gain / n;
res.x = v->x * n;
res.y = v->y * n;
res.z = v->z * n;
}
return res;
}
float DotV2(const Vector2* v1, const Vector2* v2)
{
float res = v1->x * v2->x + v1->y * v2->y;
return res;
}
float DotV3(const Vector3* v1, const Vector3* v2)
{
float res = v1->x * v2->x + v1->y * v2->y + v1->z * v2->z;
return res;
}
@@ -129,6 +150,21 @@ float scalarProdV3(const Vector3* v1, const Vector3* v2)
}
Vector3 Cross(const Vector3* v1, const Vector3* v2)
{
Vector3 res =
{
v1->x * v2->z - v1->z * v2->y,
v1->z * v2->x - v1->x * v2->z,
v1->x * v2->y - v1->y * v2->x
};
return res;
}

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@@ -17,6 +17,9 @@ typedef struct
Vector2 normalizeV2(const Vector2* v, float gain);
Vector3 normalizeV3(const Vector3* v, float gain);
float DotV2(const Vector2* v1, const Vector2* v2);
float DotV3(const Vector3* v1, const Vector3* v2);
Vector2 absV2(const Vector2* v);
Vector3 absV3(const Vector3* v);
@@ -45,6 +48,6 @@ float scalarProdV2(const Vector2* v1, const Vector2* v2);
float scalarProdV3(const Vector3* v1, const Vector3* v2);
Vector2 vectorProdV2(const Vector2* v1, const Vector2* v2);
Vector3 vectorProdV3(const Vector3* v1, const Vector3* v2);
Vector3 Cross(const Vector3* v1, const Vector3* v2);
#endif