#include "orientation.h" #include static const float PI = 3.14159265359f; static const float TO_DEG = 180.0f / PI; static const float TO_RAD = PI / 180.0f; static const float R = 8.314f; static const float M = 0.029f; static const float g = 9.80665f; static const float ro = 1.189f; struct Quaternion { float w, x, y, z; }; static Quaternion qCurrent = { 1, 0, 0, 0 }; static const float period = 0.005f; static bool isFirst = true; static void vecNormalize(Vec3& v) { float n = sqrtf(v.x * v.x + v.y * v.y + v.z * v.z); if (n > 1e-9f) { v.x /= n; v.y /= n; v.z /= n; } } static Vec3 vecCross(const Vec3& a, const Vec3& b) { return { a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x }; } static void normalizeQuaternion(Quaternion& q) { float norm = sqrtf(q.w * q.w + q.x * q.x + q.y * q.y + q.z * q.z); if (norm > 1e-12f) { q.w /= norm; q.x /= norm; q.y /= norm; q.z /= norm; } } static Quaternion quaternionMultiply(const Quaternion& q1, const Quaternion& q2) { Quaternion r; r.w = q1.w * q2.w - q1.x * q2.x - q1.y * q2.y - q1.z * q2.z; r.x = q1.w * q2.x + q1.x * q2.w + q1.y * q2.z - q1.z * q2.y; r.y = q1.w * q2.y - q1.x * q2.z + q1.y * q2.w + q1.z * q2.x; r.z = q1.w * q2.z + q1.x * q2.y - q1.y * q2.x + q1.z * q2.w; return r; } static Quaternion rotateVectorByQuaternion(const Quaternion& q, const Vec3& In) { Quaternion r = quaternionMultiply(quaternionMultiply(q, Quaternion{ 0, In.x, In.y, In.z }), Quaternion{ q.w, -q.x, -q.y, -q.z }); return r; } static Vec3 backRotateVectorByQuaternion(const Quaternion& q, const Vec3& In) { Quaternion r = quaternionMultiply(quaternionMultiply(Quaternion{ q.w, -q.x, -q.y, -q.z }, Quaternion{ 0, In.x, In.y, In.z }), q); return { r.x, r.y, r.z }; } static Quaternion backRotateVectorByQuaternion2(const Quaternion& q, const Quaternion& In) { Quaternion r = quaternionMultiply(quaternionMultiply(Quaternion{ q.w, -q.x, -q.y, -q.z }, In), q); return r; } static Quaternion createYawQuaternion(float angle) { Quaternion q; q.w = cosf(angle); q.x = 0.0f; q.y = 0.0f; q.z = sinf(angle); return q; } static Quaternion AccQuaternion(Quaternion& current, Vec3 a, float gravity) { float acc = sqrtf(a.x * a.x + a.y * a.y + a.z * a.z); if (acc > (1.0f + gravity) || acc < (1.0f - gravity)) return current; vecNormalize(a); Vec3 g{ 0, 0, 1 }; Vec3 axis = vecCross(g, a); float w = 1 + (g.x * a.x + g.y * a.y + g.z * a.z); Quaternion q = { w, axis.x, axis.y, axis.z }; normalizeQuaternion(q); Quaternion qYaw{ current.w, 0, 0, current.z }; return quaternionMultiply(q, qYaw); // Востановить оборот по Z } static Quaternion GyroQuaternion(Quaternion& current, float wx, float wy, float wz) { Quaternion Mapp = current; Quaternion Spd{ 0, wx, wy, wz }; Quaternion aq = quaternionMultiply(Spd, Mapp); Mapp.w -= 0.5f * aq.w; Mapp.x -= 0.5f * aq.x; Mapp.y -= 0.5f * aq.y; Mapp.z -= 0.5f * aq.z; normalizeQuaternion(Mapp); return Mapp; } static Quaternion nlerp(const Quaternion& q1, const Quaternion& q2, float alpha) { float dot = q1.w * q2.w + q1.x * q2.x + q1.y * q2.y + q1.z * q2.z; Quaternion q2_ = q2; if (dot < 0) { q2_.w = -q2.w; q2_.x = -q2.x; q2_.y = -q2.y; q2_.z = -q2.z; } Quaternion r; r.w = (1.0f - alpha) * q1.w + alpha * q2_.w; r.x = (1.0f - alpha) * q1.x + alpha * q2_.x; r.y = (1.0f - alpha) * q1.y + alpha * q2_.y; r.z = (1.0f - alpha) * q1.z + alpha * q2_.z; normalizeQuaternion(r); return r; } inline float GetAngle(float a1, float a2, float az) { if (a2 == 0.0f && az == 0.0f) return a1 > 0.0f ? 90.0f : -90.0f; return atanf(a1 / sqrtf(a2 * a2 + az * az)) * TO_DEG; } static Vec3 quaternionToPitchRollYaw(const Quaternion& q, float& Upside) { Quaternion pry = rotateVectorByQuaternion(q, { 0, 0, 1 }); Upside = (pry.z > 0.0f) ? 1.0f : -1.0f; float yaw = 2 * atan2f(q.z, q.w) * TO_DEG; if (yaw < 0.0f) yaw = 360.0f + yaw; return // Sovereign orientation { GetAngle(pry.y, pry.x, pry.z), // Pitch GetAngle(-pry.x, pry.y, pry.z), // Roll yaw // Yaw }; } static void addMagneto(Quaternion& q, Vec3 mag, float alpha, const float shift) { static Quaternion yq = createYawQuaternion(shift * TO_RAD); vecNormalize(mag); Quaternion mQ = { 0, mag.x, mag.y, mag.z }; Quaternion mW = backRotateVectorByQuaternion2(q, mQ); mW = quaternionMultiply(mW, yq); // Shifting the axes to the true north float gamma = mW.x * mW.x + mW.y * mW.y; float beta = sqrtf(gamma + mW.x * sqrtf(gamma)); Quaternion mD { beta / (sqrtf(2.0f * gamma)), 0.0f, 0.0f, mW.y / (sqrtf(2.0f) * beta), }; mD.w = (1.0f - alpha) + alpha * mD.w; mD.z = alpha * mD.z; if (mD.w != mD.w || mD.x != mD.x || mD.y != mD.y || mD.z != mD.z) return; q = quaternionMultiply(q, mD); normalizeQuaternion(q); } // WorkAccGyro({DataIMU.Acc.X, DataIMU.Acc.Y, DataIMU.Acc.Z}, {DataIMU.Gyr.X, DataIMU.Gyr.Y, DataIMU.Gyr.Z}, {-DataIMU.Mag.X, DataIMU.Mag.Y, DataIMU.Mag.Z}, 0.01); ORI WorkAccGyroMag(const Vec3 acc, const Vec3 gyr, const Vec3 mag, const float mag_shift, const float alpha) { float wx = gyr.x * 500 / 32768 * 1.21f * (PI / 180) * period; float wy = gyr.y * 500 / 32768 * 1.21f * (PI / 180) * period; float wz = gyr.z * 500 / 32768 * 1.21f * (PI / 180) * period; Vec3 aB = acc; Quaternion qAcc = AccQuaternion(qCurrent, aB, 0.05f); // Tolerance for gravity deviation 5% qCurrent = GyroQuaternion(qCurrent, wx, wy, wz); Quaternion qFused = nlerp(qCurrent, qAcc, alpha); if (isFirst) { qFused = qAcc; isFirst = false; } qCurrent = qFused; addMagneto(qCurrent, mag, alpha, mag_shift); float up; Vec3 pry = quaternionToPitchRollYaw(qCurrent, up); Vec3 ine = backRotateVectorByQuaternion(qCurrent, aB); return { sqrtf(pry.x * pry.x + pry.y * pry.y) * up, pry.x, pry.y, pry.z, ine.x, ine.y, ine.z }; } float calculateHeight(float bar, float temp) { static double firstBar = bar; return (R * (temp + 273) / (M * g)) * log(firstBar / bar); }