c2-utopia/AHRSensor/AHRSensor.sc

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AHRSensor {
var <id,
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<>parent,
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// Surov kvaternion iz senzorjev
<>quat,
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// Kalibracijski quaternion (kao "nula")
<>refQuat,
// Relativni kvaternion (razlika od parenta)
<relQuat,
// Razlika od prejsnjega do trenutnega quaterniona
<quatDiff,
<>euler,
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// "Prednji" vektor
<>vecF,
// "Zgornji" vektor
<>vecT,
<>accel,
<>accelSum,
<>battery,
<>eps,
// GUI elementi
// Quaternion
<gQw,
<gQx,
<gQy,
<gQz,
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// Referencni quaternion
<gQr,
// Eulerjevi koti
<gEx,
<gEy,
<gEz,
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<gExl,
<gEyl,
<gEzl,
// Rotacijski vektor
<gVfx,
<gVfy,
<gVfz,
<gVfxl,
<gVfyl,
<gVfzl,
<gVtx,
<gVty,
<gVtz,
<gVtxl,
<gVtyl,
<gVtzl,
// Pospeskomer
<gAx,
<gAy,
<gAz,
<gAs,
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// Baterija
<gB,
<gBi,
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// Dogodkov na sekundo
<gEps;
*new { |id, parent = nil|
^super.newCopyArgs(id, parent).init;
}
quat2euler { |quat|
// Quaternion
//var w = quat.a, x = quat.b, y = quat.c, z = quat.d,
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// Quaternion v supercolliderju gre po zaporedju wxyz = abcd
// Iz foruma (BNO055): x = -y, y = x, z = -z
var q = [quat.a, quat.b, quat.c, quat.d],
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//var q = [quat.a, quat.c.neg, quat.b, quat.d.neg],
// Euler angles; roll, pitch and yaw
e = [0, 0, 0];
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e[0] = atan2((2 * q[2] * q[0]) - (2 * q[1] * q[3]), 1 - (2 * q[2] * q[2]) - (2 * q[3] * q[3]));
e[1] = asin((2 * q[1] * q[2]) + (2 * q[3] * q[0]));
e[2] = atan2((2 * q[1] * q[0]) - (2 * q[2] * q[3]), 1 - (2 * q[1] * q[1]) - (2 * q[3] * q[3]));
/*
e[0] = atan2( (2 * q[1] * q[2]) - (2 * q[0] * q[3]), (2 * q[0]*q[0]) + (2 * q[1] * q[1]) - 1); // psi
e[1] = asin( (2 * q[1] * q[3]) + (2 * q[0] * q[2])).neg; // theta
e[2] = atan2( (2 * q[2] * q[3]) - (2 * q[0] * q[1]), (2 * q[0] * q[0]) + (2 * q[3] * q[3]) - 1); // phi
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*/
/*
// Variables
sinr_cosp, cosr_cosp, sinp, cosp, siny_cosp, cosy_cosp;
// Conversion source:
// https://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles#Source_code_2
sinr_cosp = 2 * (w * x * y * z);
cosr_cosp = 1 - (2 * (x * x * y * y));
// roll (x-axis rotation)
e[0] = atan2(sinr_cosp, cosr_cosp);
sinp = sqrt(1 + (2 * ((w * y) - (x * z))));
cosp = sqrt(1 - (2 * ((w * y) - (x * z))));
// pitch (y-axis rotation)
e[1] = 2 * atan2(sinp, cosp) - 0.5pi;
siny_cosp = 2 * ((w * z) + (x * y));
cosy_cosp = 1 - (2 * ((y * y) + (z * z)));
// yaw (z-axis rotation)
e[2] = atan2(siny_cosp, cosy_cosp);
*/
/*
x2, y2, z2, xx, xy, xz, yy, yz, zz, wx, wy, wz,
matrix, m11, m12, m13, m21, m22, m23, m31, m32, m33;
x2 = x + x; y2 = y + y; z2 = z + z;
xx = x * x2; xy = x * y2; xz = x * z2;
yy = y * y2; yz = y * z2; zz = z * z2;
wx = w * x2; wy = w * y2; wz = w * z2;
matrix = [
1 - ( yy + zz ), xy + wz, xz - wy, 0,
xy - wz, 1 - ( xx + zz ), yz + wx, 0,
xz + wy, yz - wx, 1 - ( xx + yy ), 0,
0, 0, 0, 1
];
m11 = matrix[0]; m12 = matrix[4]; m13 = matrix[8];
m21 = matrix[1]; m22 = matrix[5]; m23 = matrix[9];
m31 = matrix[2]; m32 = matrix[6]; m33 = matrix[10];
e[1] = asin(m13.clip(-1, 1));
if ((m13.abs < 0.9999999), {
e[0] = atan2(m23.neg, m33);
e[2] = atan2(m12.neg, m11);
}, {
e[0] = atan2(m32, m22);
e[2] = 0;
});
*/
^e;
}
init {
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quat = Quaternion.new(1, 0, 0, 0);
refQuat = Quaternion.new(1, 0, 0, 0);
relQuat = Quaternion.new(1, 0, 0, 0);
euler = [0, 0, 0];
accel = [0, 0, 0];
battery = 0;
eps = 0;
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vecF = Cartesian.new(1, 0, 0);
vecT = Cartesian.new(0, 0, 1);
this.guiInit;
}
guiInit {
// Barve
var cRed, cGreen, cBlue, cPurple, cI;
// Intenziteta
cI = 0.8;
cRed = Color.new(cI, 0, 0);
cGreen = Color.new(0, cI, 0);
cBlue = Color.new(0, 0, cI);
cPurple = Color.new(cI, 0, cI);
gEx = StaticText().string_(0).stringColor_(cRed);
gEy = StaticText().string_(0).stringColor_(cGreen);
gEz = StaticText().string_(0).stringColor_(cBlue);
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gExl = LevelIndicator();
gEyl = LevelIndicator();
gEzl = LevelIndicator();
gVfx = StaticText().string_(0).stringColor_(cRed);
gVfy = StaticText().string_(0).stringColor_(cGreen);
gVfz = StaticText().string_(0).stringColor_(cBlue);
gVfxl = LevelIndicator();
gVfyl = LevelIndicator();
gVfzl = LevelIndicator();
gVtx = StaticText().string_(0).stringColor_(cRed);
gVty = StaticText().string_(0).stringColor_(cGreen);
gVtz = StaticText().string_(0).stringColor_(cBlue);
gVtxl = LevelIndicator();
gVtyl = LevelIndicator();
gVtzl = LevelIndicator();
//gAx = StaticText().string_(0).stringColor_(cRed);
//gAy = StaticText().string_(0).stringColor_(cGreen);
//gAz = StaticText().string_(0).stringColor_(cBlue);
gAx = LevelIndicator();
gAy = LevelIndicator();
gAz = LevelIndicator();
gAs = LevelIndicator();
gQw = StaticText().string_(0).stringColor_(cPurple);
gQx = StaticText().string_(0).stringColor_(cRed);
gQy = StaticText().string_(0).stringColor_(cGreen);
gQz = StaticText().string_(0).stringColor_(cBlue);
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gQr = Button().string_("ref").action_({ |butt|
this.setRefQuat;
});
gB = StaticText().string_(0).stringColor_(cRed);
gBi = LevelIndicator();
gEps = StaticText().string_(0);
}
getGui {
var napis = "Sensor " ++ id, elementi;
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if (parent != nil) { napis = napis ++ " (parent " ++ parent.id ++ ")"};
elementi = [
[
StaticText().font_(Font("OpenSans", 12, true)).string_(napis),
nil,
[StaticText().string_("bat: "), align: \right],
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[gB, columns: 2],
gBi,
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nil,
[StaticText().string_("events/s: "), align: \right],
gEps,
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gQr
],
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/*
[
StaticText().string_("quaternion: "),
[StaticText().string_("w: "), align: \right],
gQw,
[StaticText().string_("x: "), align: \right],
gQx,
[StaticText().string_("y: "), align: \right],
gQy,
[StaticText().string_("z: "), align: \right],
gQz,
],
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*/
[
[StaticText().string_("e"), align: \right],
[gExl, columns: 2],
[gEyl, columns: 2],
[gEzl, columns: 2],
gEx, gEy, gEz
],
/*
[
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StaticText().string_("vec F: "),
[StaticText().string_("x: "), align: \right],
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gVfx,
[StaticText().string_("y: "), align: \right],
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gVfy,
[StaticText().string_("z: "), align: \right],
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gVfz
],
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[
[StaticText().string_("vec F: "), align: \right],
[gVfxl, columns: 2],
[gVfyl, columns: 2],
[gVfzl, columns: 2]
],
*/
/*
[
StaticText().string_("vec T: "),
[StaticText().string_("x: "), align: \right],
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gVtx,
[StaticText().string_("y: "), align: \right],
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gVty,
[StaticText().string_("z: "), align: \right],
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gVtz
],
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[
[StaticText().string_("vec T:"), align: \right],
[gVtxl, columns: 2],
[gVtyl, columns: 2],
[gVtzl, columns: 2]
],
*/
[
[StaticText().string_("accel: "), align: \right],
[gAx, columns: 2],
[gAy, columns: 2],
[gAz, columns: 2],
gAs
]
];
^elementi;
}
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setQuat { |q|
var rq;
// Razlika od prejsnjega quaterniona
quatDiff = quat.conjugate * q;
// "Surov quat"
quat = q;
// Referencen quat
rq = refQuat.conjugate * q;
// Ce imamo parenta, shrani razliko, sicer samo referencen
relQuat = if ((parent != nil), {
parent.relQuat.conjugate * rq;
// TODO ali bi tudi childe poapdejtali? Mislim, da ni treba, ker dokaj pogosto pride nov q
}, {
rq;
});
}
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setRefQuat {
refQuat = quat;
euler = [0, 0, 0];
}
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updateEuler { |q|
// Normalize first ?
euler = [q.tilt, q.tumble, q.rotate];
//euler = euler + [quatDiff.tilt, quatDiff.tumble, quatDiff.rotate];
//euler = this.quat2euler(newQuat);
}
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rotateVector { |q|
// rotiramo vektor s quaternionom
var vF = Cartesian.new(1, 0, 0), vT = Cartesian.new(0, 0, 1),
u, s, newVecF, newVecT;
u = Cartesian.new(q.b, q.c, q.d);
s = q.a;
vecF = (
(u * (2.0 * this.vecDotProd(u, vF)))
+ (vF * ((s * s) - this.vecDotProd(u, u)))
) + (
this.vecCrossProd(u, vF) * (2.0 * s)
);
vecT = (
(u * (2.0 * this.vecDotProd(u, vT)))
+ (vT * ((s * s) - this.vecDotProd(u, u)))
) + (
this.vecCrossProd(u, vT) * (2.0 * s)
);
}
vecDotProd { |v1, v2|
^((v1.x * v2.x) + (v1.y * v2.y) + (v1.z * v2.z));
}
vecCrossProd { |v1, v2|
^Cartesian.new(
(v1.y * v2.z) - (v1.z * v2.y),
(v1.z * v2.x) - (v1.x * v2.z),
(v1.x * v2.y) - (v1.y * v2.x));
}
getDecimal { |num|
// Stevilo decimalk
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var div = 0.01, rem;
rem = num % div;
^(num - rem);
}
refreshGuiQuat {
gQw.string_(this.getDecimal(quat.a));
gQx.string_(this.getDecimal(quat.b));
gQy.string_(this.getDecimal(quat.c));
gQz.string_(this.getDecimal(quat.d));
}
refreshGuiEuler {
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gEx.string_(this.getDecimal(euler[0]));
gEy.string_(this.getDecimal(euler[1]));
gEz.string_(this.getDecimal(euler[2]));
gExl.value_(sin(euler[0]).linlin(-1, 1, 0, 1));
gEyl.value_(sin(euler[1]).linlin(-1, 1, 0, 1));
gEzl.value_(sin(euler[2]).linlin(-1, 1, 0, 1));
}
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refreshGuiVector {
gVfx.string_(this.getDecimal(vecF.x));
gVfy.string_(this.getDecimal(vecF.y));
gVfz.string_(this.getDecimal(vecF.z));
gVfxl.value_(vecF.x.linlin(-1, 1, 0, 1));
gVfyl.value_(vecF.y.linlin(-1, 1, 0, 1));
gVfzl.value_(vecF.z.linlin(-1, 1, 0, 1));
gVtx.string_(this.getDecimal(vecT.x));
gVty.string_(this.getDecimal(vecT.y));
gVtz.string_(this.getDecimal(vecT.z));
gVtxl.value_(vecT.x.linlin(-1, 1, 0, 1));
gVtyl.value_(vecT.y.linlin(-1, 1, 0, 1));
gVtzl.value_(vecT.z.linlin(-1, 1, 0, 1));
}
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refreshGuiAccel {
// Stevilo decimalk
//var prec = 2;
//gAx.string_(accel[0].asStringPrec(prec));
//gAy.string_(accel[1].asStringPrec(prec));
//gAz.string_(accel[2].asStringPrec(prec));
var from = -50, to = 50;
[gAx, gAy, gAz].do({|el, i|
el.value_(accel[i].linlin(from, to, 0, 1));
});
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gAs.value_(accelSum.linlin(0, 50, 0, 1));
}
refreshGuiBat {
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gB.string_(this.getDecimal(battery));
gBi.value_(battery.linlin(3.6, 4.2, 0, 1));
}
refreshGuiEps {
// Stevilo decimalk
var prec = 2;
gEps.string_(eps);
}
refreshGui {
this.refreshGuiQuat;
this.refreshGuiEuler;
this.refreshGuiAccel;
this.refreshGuiBat;
}
}