加速度計與陀螺儀acc與mag融合算法解析

acc與mag融合方法:
初始數(shù)據(jù):A(acc),E(mag)
E與A叉乘得到H,然后A與H叉乘得到M,然后分別將A、M、H單位化,得到旋轉(zhuǎn)矩陣


acc、mag融合解析

代碼 SensorManager.getRotationMatrix

public static boolean getRotationMatrix(float[] R, float[] I,
            float[] gravity, float[] geomagnetic) {
        // TODO: move this to native code for efficiency
        float Ax = gravity[0];
        float Ay = gravity[1];
        float Az = gravity[2];
        final float Ex = geomagnetic[0];
        final float Ey = geomagnetic[1];
        final float Ez = geomagnetic[2];
        float Hx = Ey*Az - Ez*Ay;
        float Hy = Ez*Ax - Ex*Az;
        float Hz = Ex*Ay - Ey*Ax;
        final float normH = (float)Math.sqrt(Hx*Hx + Hy*Hy + Hz*Hz);
        if (normH < 0.1f) {
            // device is close to free fall (or in space?), or close to
            // magnetic north pole. Typical values are  > 100.
            return false;
        }
        final float invH = 1.0f / normH;
        Hx *= invH;
        Hy *= invH;
        Hz *= invH;
        final float invA = 1.0f / (float)Math.sqrt(Ax*Ax + Ay*Ay + Az*Az);
        Ax *= invA;
        Ay *= invA;
        Az *= invA;
        final float Mx = Ay*Hz - Az*Hy;
        final float My = Az*Hx - Ax*Hz;
        final float Mz = Ax*Hy - Ay*Hx;
        if (R != null) {
            if (R.length == 9) {
                R[0] = Hx;     R[1] = Hy;     R[2] = Hz;
                R[3] = Mx;     R[4] = My;     R[5] = Mz;
                R[6] = Ax;     R[7] = Ay;     R[8] = Az;
            } else if (R.length == 16) {
                R[0]  = Hx;    R[1]  = Hy;    R[2]  = Hz;   R[3]  = 0;
                R[4]  = Mx;    R[5]  = My;    R[6]  = Mz;   R[7]  = 0;
                R[8]  = Ax;    R[9]  = Ay;    R[10] = Az;   R[11] = 0;
                R[12] = 0;     R[13] = 0;     R[14] = 0;    R[15] = 1;
            }
        }
        if (I != null) {
            // compute the inclination matrix by projecting the geomagnetic
            // vector onto the Z (gravity) and X (horizontal component
            // of geomagnetic vector) axes.
            final float invE = 1.0f / (float)Math.sqrt(Ex*Ex + Ey*Ey + Ez*Ez);
            final float c = (Ex*Mx + Ey*My + Ez*Mz) * invE;
            final float s = (Ex*Ax + Ey*Ay + Ez*Az) * invE;
            if (I.length == 9) {
                I[0] = 1;     I[1] = 0;     I[2] = 0;
                I[3] = 0;     I[4] = c;     I[5] = s;
                I[6] = 0;     I[7] =-s;     I[8] = c;
            } else if (I.length == 16) {
                I[0] = 1;     I[1] = 0;     I[2] = 0;
                I[4] = 0;     I[5] = c;     I[6] = s;
                I[8] = 0;     I[9] =-s;     I[10]= c;
                I[3] = I[7] = I[11] = I[12] = I[13] = I[14] = 0;
                I[15] = 1;
            }
        }
        return true;
    }
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