using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; // source: https://github.com/xioTechnologies/Open-Source-AHRS-With-x-IMU/blob/master/x-IMU%20IMU%20and%20AHRS%20Algorithms/x-IMU%20IMU%20and%20AHRS%20Algorithms/AHRS/MadgwickAHRS.cs namespace BetterJoyForCemu { /// /// MadgwickAHRS class. Implementation of Madgwick's IMU and AHRS algorithms. /// /// /// See: http://www.x-io.co.uk/node/8#open_source_ahrs_and_imu_algorithms /// public class MadgwickAHRS { /// /// Gets or sets the sample period. /// public float SamplePeriod { get; set; } /// /// Gets or sets the algorithm gain beta. /// public float Beta { get; set; } /// /// Gets or sets the Quaternion output. /// public float[] Quaternion { get; set; } public float[] old_pitchYawRoll { get; set; } /// /// Initializes a new instance of the class. /// /// /// Sample period. /// public MadgwickAHRS(float samplePeriod) : this(samplePeriod, 1f) { } /// /// Initializes a new instance of the class. /// /// /// Sample period. /// /// /// Algorithm gain beta. /// public MadgwickAHRS(float samplePeriod, float beta) { SamplePeriod = samplePeriod; Beta = beta; Quaternion = new float[] { 1f, 0f, 0f, 0f }; old_pitchYawRoll = new float[] { 0f, 0f, 0f }; } /// /// Algorithm IMU update method. Requires only gyroscope and accelerometer data. /// /// /// Gyroscope x axis measurement in radians/s. /// /// /// Gyroscope y axis measurement in radians/s. /// /// /// Gyroscope z axis measurement in radians/s. /// /// /// Accelerometer x axis measurement in any calibrated units. /// /// /// Accelerometer y axis measurement in any calibrated units. /// /// /// Accelerometer z axis measurement in any calibrated units. /// /// /// Optimised for minimal arithmetic. /// Total ±: 45 /// Total *: 85 /// Total /: 3 /// Total sqrt: 3 /// public void Update(float gx, float gy, float gz, float ax, float ay, float az) { float q1 = Quaternion[0], q2 = Quaternion[1], q3 = Quaternion[2], q4 = Quaternion[3]; // short name local variable for readability float norm; float s1, s2, s3, s4; float qDot1, qDot2, qDot3, qDot4; // Auxiliary variables to avoid repeated arithmetic float _2q1 = 2f * q1; float _2q2 = 2f * q2; float _2q3 = 2f * q3; float _2q4 = 2f * q4; float _4q1 = 4f * q1; float _4q2 = 4f * q2; float _4q3 = 4f * q3; float _8q2 = 8f * q2; float _8q3 = 8f * q3; float q1q1 = q1 * q1; float q2q2 = q2 * q2; float q3q3 = q3 * q3; float q4q4 = q4 * q4; // Normalise accelerometer measurement norm = (float)Math.Sqrt(ax * ax + ay * ay + az * az); if (norm == 0f) return; // handle NaN norm = 1 / norm; // use reciprocal for division ax *= norm; ay *= norm; az *= norm; // Gradient decent algorithm corrective step s1 = _4q1 * q3q3 + _2q3 * ax + _4q1 * q2q2 - _2q2 * ay; s2 = _4q2 * q4q4 - _2q4 * ax + 4f * q1q1 * q2 - _2q1 * ay - _4q2 + _8q2 * q2q2 + _8q2 * q3q3 + _4q2 * az; s3 = 4f * q1q1 * q3 + _2q1 * ax + _4q3 * q4q4 - _2q4 * ay - _4q3 + _8q3 * q2q2 + _8q3 * q3q3 + _4q3 * az; s4 = 4f * q2q2 * q4 - _2q2 * ax + 4f * q3q3 * q4 - _2q3 * ay; norm = 1f / (float)Math.Sqrt(s1 * s1 + s2 * s2 + s3 * s3 + s4 * s4); // normalise step magnitude s1 *= norm; s2 *= norm; s3 *= norm; s4 *= norm; // Compute rate of change of quaternion qDot1 = 0.5f * (-q2 * gx - q3 * gy - q4 * gz) - Beta * s1; qDot2 = 0.5f * (q1 * gx + q3 * gz - q4 * gy) - Beta * s2; qDot3 = 0.5f * (q1 * gy - q2 * gz + q4 * gx) - Beta * s3; qDot4 = 0.5f * (q1 * gz + q2 * gy - q3 * gx) - Beta * s4; // Integrate to yield quaternion q1 += qDot1 * SamplePeriod; q2 += qDot2 * SamplePeriod; q3 += qDot3 * SamplePeriod; q4 += qDot4 * SamplePeriod; norm = 1f / (float)Math.Sqrt(q1 * q1 + q2 * q2 + q3 * q3 + q4 * q4); // normalise quaternion Quaternion[0] = q1 * norm; Quaternion[1] = q2 * norm; Quaternion[2] = q3 * norm; Quaternion[3] = q4 * norm; } public float[] GetEulerAngles() { float[] pitchYawRoll = new float[3]; float q0 = Quaternion[0], q1 = Quaternion[1], q2 = Quaternion[2], q3 = Quaternion[3]; float sq1 = q1 * q1, sq2 = q2 * q2, sq3 = q3 * q3; pitchYawRoll[0] = (float)Math.Asin(2f * (q0 * q2 - q3 * q1)); // Pitch pitchYawRoll[1] = (float)Math.Atan2(2f * (q0 * q3 + q1 * q2), 1 - 2f * (sq2 + sq3)); // Yaw pitchYawRoll[2] = (float)Math.Atan2(2f * (q0 * q1 + q2 * q3), 1 - 2f * (sq1 + sq2)); // Roll float[] returnAngles = new float[6]; Array.Copy(pitchYawRoll, returnAngles, 3); Array.Copy(old_pitchYawRoll, 0, returnAngles, 3, 3); old_pitchYawRoll = pitchYawRoll; return returnAngles; } } }