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Exzap 2022-08-22 22:21:23 +02:00
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#pragma once
#include <math.h>
#include <cmath>
#include "util/math/quaternion.h"
class MahonySensorFusion
{
public:
MahonySensorFusion()
{
// assume default forward pose (holding controller in hand, tilted forward so the sticks/buttons face upward)
m_imuQ.Assign(sqrtf(0.5), sqrtf(0.5), 0.0f, 0.0f);
}
// gx, gy, gz are in radians/sec
void updateIMU(float deltaTime, float gx, float gy, float gz, float ax, float ay, float az)
{
Vector3f av(ax, ay, az);
Vector3f gv(gx, gy, gz);
if (deltaTime > 0.2f)
deltaTime = 0.2f; // dont let stutter mess up the internal state
updateGyroBias(gx, gy, gz);
gv.x -= m_gyroBias[0];
gv.y -= m_gyroBias[1];
gv.z -= m_gyroBias[2];
// ignore small angles to avoid drift due to bias (especially on yaw)
if (fabs(gv.x) < 0.015f)
gv.x = 0.0f;
if (fabs(gv.y) < 0.015f)
gv.y = 0.0f;
if (fabs(gv.z) < 0.015f)
gv.z = 0.0f;
// forceLogDebug_printf("[IMU Quat] time %7.4lf | %7.2lf %7.2lf %7.2lf %7.2lf | gyro( - bias) %7.4lf %7.4lf %7.4lf | acc %7.2lf %7.2lf %7.2lf | GyroBias %7.4lf %7.4lf %7.4lf", deltaTime, m_imuQ.x, m_imuQ.y, m_imuQ.z, m_imuQ.w, gv.x, gv.y, gv.z, ax, ay, az, m_gyroBias[0], m_gyroBias[1], m_gyroBias[2]);
if (fabs(av.x) > 0.000001f || fabs(av.y) > 0.000001f || fabs(av.z) > 0.000001f)
{
av.Normalize();
Vector3f grav = m_imuQ.GetVectorZ();
grav.Scale(0.5f);
Vector3f errorFeedback = grav.Cross(av);
// apply scaled feedback
gv -= errorFeedback;
}
gv.Scale(0.5f * deltaTime);
m_imuQ += (m_imuQ * Quaternionf(0.0f, gv.x, gv.y, gv.z));
m_imuQ.NormalizeXYZW();
updateOrientationAngles();
}
float getRollRadians()
{
return m_roll + (float)m_rollWinding * 2.0f * 3.14159265f;
}
float getPitchRadians()
{
return m_pitch + (float)m_pitchWinding * 2.0f * 3.14159265f;
}
float getYawRadians()
{
return m_yaw + (float)m_yawWinding * 2.0f * 3.14159265f;
}
void getQuaternion(float q[4]) const
{
q[0] = m_imuQ.w;
q[1] = m_imuQ.x;
q[2] = m_imuQ.y;
q[3] = m_imuQ.z;
}
void getGyroBias(float gBias[3]) const
{
gBias[0] = m_gyroBias[0];
gBias[1] = m_gyroBias[1];
gBias[2] = m_gyroBias[2];
}
private:
// calculate roll, yaw and pitch in radians. (-0.5 to 0.5)
void calcOrientation()
{
float sinr_cosp = 2.0f * (m_imuQ.z * m_imuQ.w + m_imuQ.x * m_imuQ.y);
float cosr_cosp = 1.0f - 2.0f * (m_imuQ.w * m_imuQ.w + m_imuQ.x * m_imuQ.x);
m_roll = std::atan2(sinr_cosp, cosr_cosp);
// pitch (y-axis rotation)
float sinp = 2.0f * (m_imuQ.z * m_imuQ.x - m_imuQ.y * m_imuQ.w);
if (std::abs(sinp) >= 1.0)
m_pitch = std::copysign(3.14159265359f / 2.0f, sinp);
else
m_pitch = std::asin(sinp);
// yaw (z-axis rotation)
float siny_cosp = 2.0f * (m_imuQ.z * m_imuQ.y + m_imuQ.w * m_imuQ.x);
float cosy_cosp = 1.0f - 2.0f * (m_imuQ.x * m_imuQ.x + m_imuQ.y * m_imuQ.y);
m_yaw = std::atan2(siny_cosp, cosy_cosp);
}
void updateOrientationAngles()
{
auto calcWindingCountChange = [](float prevAngle, float newAngle) -> int
{
if (newAngle > prevAngle)
{
float angleDif = newAngle - prevAngle;
if (angleDif > 3.14159265f)
return -1;
}
else if (newAngle < prevAngle)
{
float angleDif = prevAngle - newAngle;
if (angleDif > 3.14159265f)
return 1;
}
return 0;
};
float prevRoll = m_roll;
float prevPitch = m_pitch;
float prevYaw = m_yaw;
calcOrientation();
// calculate roll, yaw and pitch including winding count to match what VPAD API returns
m_rollWinding += calcWindingCountChange(prevRoll, m_roll);
m_pitchWinding += calcWindingCountChange(prevPitch, m_pitch);
m_yawWinding += calcWindingCountChange(prevYaw, m_yaw);
}
void updateGyroBias(float gx, float gy, float gz)
{
// dont let actual movement influence the bias
// but be careful about setting this too low, there are controllers out there with really bad bias (my Switch Pro had -0.0933 0.0619 0.0179 in resting state)
if (fabs(gx) >= 0.35f || fabs(gy) >= 0.35f || fabs(gz) >= 0.35f)
return;
m_gyroTotalSum[0] += gx;
m_gyroTotalSum[1] += gy;
m_gyroTotalSum[2] += gz;
m_gyroTotalSampleCount++;
if (m_gyroTotalSampleCount >= 200)
{
m_gyroBias[0] = (float)(m_gyroTotalSum[0] / (double)m_gyroTotalSampleCount);
m_gyroBias[1] = (float)(m_gyroTotalSum[1] / (double)m_gyroTotalSampleCount);
m_gyroBias[2] = (float)(m_gyroTotalSum[2] / (double)m_gyroTotalSampleCount);
}
}
private:
Quaternionf m_imuQ; // current orientation
// angle data
float m_roll{};
float m_pitch{};
float m_yaw{};
int m_rollWinding{};
int m_pitchWinding{};
int m_yawWinding{};
// gyro bias
float m_gyroBias[3]{};
double m_gyroTotalSum[3]{};
uint64 m_gyroTotalSampleCount{};
};

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#pragma once
#include "Mahony.h"
#include "MotionSample.h"
// utility class to translate external motion input (DSU, SDL GamePad sensors) into the values expected by VPAD API (and maybe others in the future)
class WiiUMotionHandler
{
public:
// gyro is in radians/sec
void processMotionSample(
float deltaTime,
float gx, float gy, float gz,
float accx, float accy, float accz)
{
m_gyro[0] = gx;
m_gyro[1] = gy;
m_gyro[2] = gz;
m_prevAcc[0] = m_acc[0];
m_prevAcc[1] = m_acc[1];
m_prevAcc[2] = m_acc[2];
m_acc[0] = accx;
m_acc[1] = accy;
m_acc[2] = accz;
// integrate acc and gyro samples into IMU
m_imu.updateIMU(deltaTime, gx, gy, gz, accx, accy, accz);
// get orientation from IMU
m_orientation[0] = _radToOrientation(-m_imu.getYawRadians()) - 0.50f;
m_orientation[1] = _radToOrientation(-m_imu.getPitchRadians()) - 0.50f;
m_orientation[2] = _radToOrientation(m_imu.getRollRadians());
}
MotionSample getMotionSample()
{
float q[4];
m_imu.getQuaternion(q);
float gBias[3];
m_imu.getGyroBias(gBias);
float gyroDebiased[3];
gyroDebiased[0] = m_gyro[0] - gBias[0];
gyroDebiased[1] = m_gyro[1] - gBias[1];
gyroDebiased[2] = m_gyro[2] - gBias[2];
return MotionSample(m_acc, MotionSample::calculateAccAcceleration(m_prevAcc, m_acc), gyroDebiased, m_orientation, q);
}
private:
// VPAD orientation unit is 1.0 = one revolution around the axis
float _radToOrientation(float rad)
{
return rad / (2.0f * 3.14159265f);
}
MahonySensorFusion m_imu;
// state
float m_gyro[3]{};
float m_acc[3]{};
float m_prevAcc[3]{};
// calculated values
float m_orientation[3]{};
};

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#pragma once
#include "util/math/vector3.h"
#include "util/math/quaternion.h"
struct Quat
{
float w;
float x;
float y;
float z;
Quat()
{
w = 1.0f;
x = 0.0f;
y = 0.0f;
z = 0.0f;
}
Quat(float inW, float inX, float inY, float inZ)
{
w = inW;
x = inX;
y = inY;
z = inZ;
}
static Quat AngleAxis(float inAngle, float inX, float inY, float inZ)
{
Quat result = Quat(cosf(inAngle * 0.5f), inX, inY, inZ);
result.Normalize();
return result;
}
void Set(float inW, float inX, float inY, float inZ)
{
w = inW;
x = inX;
y = inY;
z = inZ;
}
Quat& operator*=(const Quat& rhs)
{
Set(w * rhs.w - x * rhs.x - y * rhs.y - z * rhs.z,
w * rhs.x + x * rhs.w + y * rhs.z - z * rhs.y,
w * rhs.y - x * rhs.z + y * rhs.w + z * rhs.x,
w * rhs.z + x * rhs.y - y * rhs.x + z * rhs.w);
return *this;
}
friend Quat operator*(Quat lhs, const Quat& rhs)
{
lhs *= rhs;
return lhs;
}
void Normalize()
{
//printf("Normalizing: %.4f, %.4f, %.4f, %.4f\n", w, x, y, z);
const float length = sqrtf(x * x + y * y + z * z);
float targetLength = 1.0f - w * w;
if (targetLength <= 0.0f || length <= 0.0f)
{
Set(1.0f, 0.0f, 0.0f, 0.0f);
return;
}
targetLength = sqrtf(targetLength);
const float fixFactor = targetLength / length;
x *= fixFactor;
y *= fixFactor;
z *= fixFactor;
//printf("Normalized: %.4f, %.4f, %.4f, %.4f\n", w, x, y, z);
return;
}
Quat Normalized() const
{
Quat result = *this;
result.Normalize();
return result;
}
void Conjugate()
{
x = -x;
y = -y;
z = -z;
return;
}
Quat Conjugated() const
{
Quat result = *this;
result.Conjugate();
return result;
}
};
// helper class to store unified motion data
// supports retrieving values in their API-specific (VPAD, KPAD etc.) format
class MotionSample
{
public:
MotionSample()
{
}
MotionSample(float acc[3], float accAcceleration, float gyro[3], float orientation[3],
float quaternion[4]
)
{
m_acc[0] = acc[0];
m_acc[1] = acc[1];
m_acc[2] = acc[2];
m_accAcceleration = accAcceleration;
m_gyro[0] = gyro[0];
m_gyro[1] = gyro[1];
m_gyro[2] = gyro[2];
m_orientation[0] = orientation[0];
m_orientation[1] = orientation[1];
m_orientation[2] = orientation[2];
m_q[0] = quaternion[0];
m_q[1] = quaternion[1];
m_q[2] = quaternion[2];
m_q[3] = quaternion[3];
m_accMagnitude = sqrtf(m_acc[0] * m_acc[0] + m_acc[1] * m_acc[1] + m_acc[2] * m_acc[2]);
}
void getVPADOrientation(float orientation[3])
{
orientation[0] = m_orientation[0];
orientation[1] = m_orientation[1];
orientation[2] = m_orientation[2];
}
void getVPADGyroChange(float gyro[3])
{
// filter noise
if (fabs(gyro[0]) < 0.012f)
gyro[0] = 0.0f;
if (fabs(gyro[1]) < 0.012f)
gyro[1] = 0.0f;
if (fabs(gyro[2]) < 0.012f)
gyro[2] = 0.0f;
// convert
gyro[0] = _radToOrientation(-m_gyro[0]);
gyro[1] = _radToOrientation(-m_gyro[1]);
gyro[2] = _radToOrientation(m_gyro[2]);
}
void getVPADAccelerometer(float acc[3])
{
acc[0] = -m_acc[0];
acc[1] = -m_acc[1];
acc[2] = m_acc[2];
}
float getVPADAccMagnitude()
{
return m_accMagnitude;
}
float getVPADAccAcceleration() // Possibly not entirely correct. Our results are smaller than VPAD API ones
{
return m_accAcceleration;
}
void getVPADAccXY(float accXY[2])
{
float invMag = 1.0f / m_accMagnitude;
float normAcc[3];
normAcc[0] = m_acc[0] * invMag;
normAcc[1] = m_acc[1] * invMag;
normAcc[2] = m_acc[2] * invMag;
accXY[0] = sqrtf(normAcc[0] * normAcc[0] + normAcc[1] * normAcc[1]);
accXY[1] = -sin(getAtanPitch(-normAcc[2], normAcc[0], -normAcc[1]));
}
void getXVector(float vOut[3], Quaternionf& q)
{
float X = q.x;
float Y = q.y;
float Z = q.z;
float W = q.w;
float xy = X * Y;
float xz = X * Z;
float yy = Y * Y;
float yw = Y * W;
float zz = Z * Z;
float zw = Z * W;
vOut[0] = 1.0f - 2.0f * (yy + zz); // x.x
vOut[2] = 2.0f * (xy + zw); // x.y
vOut[1] = 2.0f * (xz - yw); // x.z
}
void getVPADAttitudeMatrix(float mtx[9])
{
// VPADs attitude matrix has mixed axis handedness, the most sane way to replicate it is by generating Y and Z by rotating the X vector
Quaternionf qImu(m_q[0], m_q[1], m_q[2], m_q[3]);
Quaternionf qY = qImu * Quaternionf::FromAngleAxis(1.5708f * 1.0f, 0.0f, 0.0f, 1.0f);
Quaternionf qZ = qImu * Quaternionf::FromAngleAxis(1.5708f * 1.0f, 0.0f, 1.0f, 0.0f);
getXVector(mtx + 0, qImu);
getXVector(mtx + 3, qY);
getXVector(mtx + 6, qZ);
}
static float calculateAccAcceleration(float prevAcc[3], float currentAcc[3])
{
float ax = currentAcc[0] - prevAcc[0];
float ay = currentAcc[1] - prevAcc[1];
float az = currentAcc[2] - prevAcc[2];
return sqrtf(ax * ax + ay * ay + az * az);
}
void getAccelerometer(float acc[3])
{
acc[0] = m_acc[0];
acc[1] = m_acc[1];
acc[2] = m_acc[2];
}
void getGyrometer(float gyro[3])
{
gyro[0] = m_gyro[0];
gyro[1] = m_gyro[1];
gyro[2] = m_gyro[2];
}
private:
static float _radToOrientation(float rad)
{
return rad / (2.0f * 3.14159265f);
}
static float getAtanPitch(float X, float Y, float Z)
{
return atan2f(-X, sqrtf(Y * Y + Z * Z));
}
// provided values
float m_gyro[3]{};
float m_acc[3]{};
float m_accAcceleration{};
float m_orientation[3]{};
float m_q[4]{};
// calculated values
float m_accMagnitude{};
};
/*
Captured VPAD attitude values
Assuming GamePad is in a direct line between player (holder) and the monitor
DRC flat on table, screen facing up. Top pointing away (away from person, pointing towards monitor):
1.00 -0.03 -0.00
0.03 0.99 -0.13
0.01 0.13 0.99
Turned 45° to the right:
0.71 -0.03 0.71
0.12 0.99 -0.08
-0.70 0.14 0.70
Turned 45° to the right (top of GamePad pointing right now):
0.08 -0.03 1.00 -> Z points towards person
0.15 0.99 0.01
-0.99 0.15 0.09 -> DRC Z-Axis now points towards X-minus
Turned 90° to the right (top of gamepad now pointing towards holder, away from monitor):
-1.00 -0.01 0.06
0.00 0.99 0.15
-0.06 0.15 -0.99
Turned 90° to the right (pointing left):
-0.17 -0.01 -0.99
-0.13 0.99 0.02
0.98 0.13 -0.17
After another 90° we end up in the initial position:
0.99 -0.03 -0.11
0.01 0.99 -0.13
0.12 0.12 0.99
------
From initial position, lean the GamePad on its left side. 45° up. So the screen is pointing to the top left
0.66 -0.75 -0.03
0.74 0.66 -0.11
0.10 0.05 0.99
Further 45°, GamePad now on its left, screen pointing left:
-0.03 -1.00 -0.00
0.99 -0.03 -0.15
0.15 -0.01 0.99
From initial position, lean the GamePad on its right side. 45° up. So the screen is pointing to the top right
0.75 0.65 -0.11
-0.65 0.76 0.07
0.12 0.02 0.99
From initial position, tilt the GamePad up 90° (bottom side remains in touch with surface):
0.99 -0.05 -0.10
-0.10 0.01 -0.99
0.05 1.00 0.01
From initial position, stand the GamePad on its top side:
1.00 -0.01 -0.09
0.09 -0.01 1.00
-0.01 -1.00 -0.01
Rotate GamePad 180° around x axis, so it now lies on its screen (top of GamePad pointing to holder):
0.99 -0.03 -0.15
-0.04 -1.00 -0.08
-0.15 0.09 -0.99
*/