Accelerometer Tolerance is now calibrated before Gyro Drift.
This commit is contained in:
committed by
Sam Lantinga
parent
07ef532681
commit
6bfc54508c
@@ -1031,8 +1031,10 @@ struct GyroDisplay
|
||||
int estimated_sensor_rate_hz; /*hz - our estimation of the actual polling rate by observing packets received*/
|
||||
float euler_displacement_angles[3]; /* pitch, yaw, roll */
|
||||
Quaternion gyro_quaternion; /* Rotation since startup/reset, comprised of each gyro speed packet times sensor delta time. */
|
||||
float drift_calibration_progress_frac; /* [0..1] */
|
||||
EGyroCalibrationPhase current_calibration_phase;
|
||||
float calibration_phase_progress_fraction; /* [0..1] */
|
||||
float accelerometer_noise_sq; /* Distance between last noise and new noise. Used to indicate motion.*/
|
||||
float accelerometer_noise_tolerance_sq; /* Maximum amount of noise detected during the Noise Profiling Phase */
|
||||
|
||||
GamepadButton *reset_gyro_button;
|
||||
GamepadButton *calibrate_gyro_button;
|
||||
@@ -1049,6 +1051,10 @@ GyroDisplay *CreateGyroDisplay(SDL_Renderer *renderer)
|
||||
ctx->gyro_quaternion = quat_identity;
|
||||
ctx->reported_sensor_rate_hz = 0;
|
||||
ctx->next_reported_sensor_time = 0;
|
||||
ctx->current_calibration_phase = GYRO_CALIBRATION_PHASE_OFF;
|
||||
ctx->calibration_phase_progress_fraction = 0.0f; /* [0..1] */
|
||||
ctx->accelerometer_noise_sq = 0.0f;
|
||||
ctx->accelerometer_noise_tolerance_sq = ACCELEROMETER_NOISE_THRESHOLD; /* Will be overwritten but this avoids divide by zero. */
|
||||
ctx->reset_gyro_button = CreateGamepadButton(renderer, "Reset View");
|
||||
ctx->calibrate_gyro_button = CreateGamepadButton(renderer, "Recalibrate Drift");
|
||||
}
|
||||
@@ -1362,17 +1368,7 @@ static void RenderGamepadElementHighlight(GamepadDisplay *ctx, int element, cons
|
||||
}
|
||||
}
|
||||
|
||||
bool BHasCachedGyroDriftSolution(GyroDisplay *ctx)
|
||||
{
|
||||
if (!ctx) {
|
||||
return false;
|
||||
}
|
||||
return (ctx->gyro_drift_solution[0] != 0.0f ||
|
||||
ctx->gyro_drift_solution[1] != 0.0f ||
|
||||
ctx->gyro_drift_solution[2] != 0.0f);
|
||||
}
|
||||
|
||||
void SetGamepadDisplayIMUValues(GyroDisplay *ctx, float *gyro_drift_solution, float *euler_displacement_angles, Quaternion *gyro_quaternion, int reported_senor_rate_hz, int estimated_sensor_rate_hz, float drift_calibration_progress_frac, float accelerometer_noise_sq)
|
||||
void SetGamepadDisplayIMUValues(GyroDisplay *ctx, float *gyro_drift_solution, float *euler_displacement_angles, Quaternion *gyro_quaternion, int reported_senor_rate_hz, int estimated_sensor_rate_hz, EGyroCalibrationPhase calibration_phase, float drift_calibration_progress_frac, float accelerometer_noise_sq, float accelerometer_noise_tolerance_sq)
|
||||
{
|
||||
if (!ctx) {
|
||||
return;
|
||||
@@ -1391,8 +1387,10 @@ void SetGamepadDisplayIMUValues(GyroDisplay *ctx, float *gyro_drift_solution, fl
|
||||
SDL_memcpy(ctx->gyro_drift_solution, gyro_drift_solution, sizeof(ctx->gyro_drift_solution));
|
||||
SDL_memcpy(ctx->euler_displacement_angles, euler_displacement_angles, sizeof(ctx->euler_displacement_angles));
|
||||
ctx->gyro_quaternion = *gyro_quaternion;
|
||||
ctx->drift_calibration_progress_frac = drift_calibration_progress_frac;
|
||||
ctx->current_calibration_phase = calibration_phase;
|
||||
ctx->calibration_phase_progress_fraction = drift_calibration_progress_frac;
|
||||
ctx->accelerometer_noise_sq = accelerometer_noise_sq;
|
||||
ctx->accelerometer_noise_tolerance_sq = accelerometer_noise_tolerance_sq;
|
||||
}
|
||||
|
||||
extern GamepadButton *GetGyroResetButton(GyroDisplay *ctx)
|
||||
@@ -1713,7 +1711,7 @@ void RenderSensorTimingInfo(GyroDisplay *ctx, GamepadDisplay *gamepad_display)
|
||||
/* Sensor timing section */
|
||||
char text[128];
|
||||
const float new_line_height = gamepad_display->button_height + 2.0f;
|
||||
const float text_offset_x = ctx->area.x + ctx->area.w / 4.0f + 40.0f;
|
||||
const float text_offset_x = ctx->area.x + ctx->area.w / 4.0f + 35.0f;
|
||||
/* Anchor to bottom left of principle rect. */
|
||||
float text_y_pos = ctx->area.y + ctx->area.h - new_line_height * 2;
|
||||
/*
|
||||
@@ -1759,7 +1757,7 @@ void RenderGyroDriftCalibrationButton(GyroDisplay *ctx, GamepadDisplay *gamepad_
|
||||
float log_y = ctx->area.y + BUTTON_PADDING;
|
||||
const float new_line_height = gamepad_display->button_height + 2.0f;
|
||||
GamepadButton *start_calibration_button = GetGyroCalibrateButton(ctx);
|
||||
bool bHasCachedDriftSolution = BHasCachedGyroDriftSolution(ctx);
|
||||
|
||||
|
||||
/* Show the recalibration progress bar. */
|
||||
float recalibrate_button_width = GetGamepadButtonLabelWidth(start_calibration_button) + 2 * BUTTON_PADDING;
|
||||
@@ -1769,24 +1767,46 @@ void RenderGyroDriftCalibrationButton(GyroDisplay *ctx, GamepadDisplay *gamepad_
|
||||
recalibrate_button_area.w = GetGamepadButtonLabelWidth(start_calibration_button) + 2.0f * BUTTON_PADDING;
|
||||
recalibrate_button_area.h = gamepad_display->button_height + BUTTON_PADDING * 2.0f;
|
||||
|
||||
if (!bHasCachedDriftSolution) {
|
||||
SDL_snprintf(label_text, sizeof(label_text), "Progress: %3.0f%% ", ctx->drift_calibration_progress_frac * 100.0f);
|
||||
} else {
|
||||
SDL_strlcpy(label_text, "Calibrate Drift", sizeof(label_text));
|
||||
}
|
||||
|
||||
SetGamepadButtonLabel(start_calibration_button, label_text);
|
||||
SetGamepadButtonArea(start_calibration_button, &recalibrate_button_area);
|
||||
RenderGamepadButton(start_calibration_button);
|
||||
|
||||
/* Above button */
|
||||
SDL_strlcpy(label_text, "Gyro Orientation:", sizeof(label_text));
|
||||
SDLTest_DrawString(ctx->renderer, recalibrate_button_area.x, recalibrate_button_area.y - new_line_height, label_text);
|
||||
|
||||
if (!bHasCachedDriftSolution) {
|
||||
/* Button label vs state */
|
||||
if (ctx->current_calibration_phase == GYRO_CALIBRATION_PHASE_OFF) {
|
||||
SDL_strlcpy(label_text, "Start Gyro Calibration", sizeof(label_text));
|
||||
} else if (ctx->current_calibration_phase == GYRO_CALIBRATION_PHASE_NOISE_PROFILING) {
|
||||
SDL_snprintf(label_text, sizeof(label_text), "Noise Progress: %3.0f%% ", ctx->calibration_phase_progress_fraction * 100.0f);
|
||||
} else if (ctx->current_calibration_phase == GYRO_CALIBRATION_PHASE_DRIFT_PROFILING) {
|
||||
SDL_snprintf(label_text, sizeof(label_text), "Drift Progress: %3.0f%% ", ctx->calibration_phase_progress_fraction * 100.0f);
|
||||
} else if (ctx->current_calibration_phase == GYRO_CALIBRATION_PHASE_COMPLETE) {
|
||||
SDL_strlcpy(label_text, "Recalibrate Gyro", sizeof(label_text));
|
||||
}
|
||||
|
||||
float flNoiseFraction = SDL_clamp(SDL_sqrtf(ctx->accelerometer_noise_sq) / ACCELEROMETER_NOISE_THRESHOLD, 0.0f, 1.0f);
|
||||
bool bTooMuchNoise = (flNoiseFraction == 1.0f);
|
||||
SetGamepadButtonLabel(start_calibration_button, label_text);
|
||||
SetGamepadButtonArea(start_calibration_button, &recalibrate_button_area);
|
||||
RenderGamepadButton(start_calibration_button);
|
||||
|
||||
const float flAbsoluteMaxAccelerationG = 0.125f;
|
||||
bool bExtremeNoise = ctx->accelerometer_noise_sq > (flAbsoluteMaxAccelerationG * flAbsoluteMaxAccelerationG);
|
||||
/* Explicit warning message if we detect too much movement */
|
||||
if (ctx->current_calibration_phase == GYRO_CALIBRATION_PHASE_OFF) {
|
||||
|
||||
if (bExtremeNoise)
|
||||
{
|
||||
SDL_strlcpy(label_text, "GamePad Must Be Still", sizeof(label_text));
|
||||
SDLTest_DrawString(ctx->renderer, recalibrate_button_area.x, recalibrate_button_area.y + recalibrate_button_area.h + new_line_height, label_text);
|
||||
SDL_strlcpy(label_text, "Place GamePad On Table", sizeof(label_text));
|
||||
SDLTest_DrawString(ctx->renderer, recalibrate_button_area.x, recalibrate_button_area.y + recalibrate_button_area.h + new_line_height * 2, label_text);
|
||||
}
|
||||
}
|
||||
|
||||
if (ctx->current_calibration_phase == GYRO_CALIBRATION_PHASE_NOISE_PROFILING
|
||||
|| ctx->current_calibration_phase == GYRO_CALIBRATION_PHASE_DRIFT_PROFILING)
|
||||
{
|
||||
float flAbsoluteNoiseFraction = SDL_clamp(ctx->accelerometer_noise_sq / (flAbsoluteMaxAccelerationG * flAbsoluteMaxAccelerationG), 0.0f, 1.0f);
|
||||
float flAbsoluteToleranceFraction = SDL_clamp(ctx->accelerometer_noise_tolerance_sq / (flAbsoluteMaxAccelerationG * flAbsoluteMaxAccelerationG), 0.0f, 1.0f);
|
||||
float flRelativeNoiseFraction = SDL_clamp(ctx->accelerometer_noise_sq / ctx->accelerometer_noise_tolerance_sq, 0.0f, 1.0f);
|
||||
bool bTooMuchNoise = (flAbsoluteNoiseFraction == 1.0f);
|
||||
|
||||
float noise_bar_height = gamepad_display->button_height;
|
||||
SDL_FRect noise_bar_rect;
|
||||
@@ -1795,21 +1815,35 @@ void RenderGyroDriftCalibrationButton(GyroDisplay *ctx, GamepadDisplay *gamepad_
|
||||
noise_bar_rect.w = recalibrate_button_area.w;
|
||||
noise_bar_rect.h = noise_bar_height;
|
||||
|
||||
//SDL_strlcpy(label_text, "Place GamePad On Table", sizeof(label_text));
|
||||
SDL_snprintf(label_text, sizeof(label_text), "Noise Tolerance: %3.3fG ", SDL_sqrtf(ctx->accelerometer_noise_tolerance_sq) );
|
||||
SDLTest_DrawString(ctx->renderer, recalibrate_button_area.x, recalibrate_button_area.y + recalibrate_button_area.h + new_line_height * 2, label_text);
|
||||
|
||||
/* Adjust the noise bar rectangle based on the accelerometer noise value */
|
||||
|
||||
float noise_bar_fill_width = flNoiseFraction * noise_bar_rect.w; /* Scale the width based on the noise value */
|
||||
float noise_bar_fill_width = flAbsoluteNoiseFraction * noise_bar_rect.w; /* Scale the width based on the noise value */
|
||||
SDL_FRect noise_bar_fill_rect;
|
||||
noise_bar_fill_rect.x = noise_bar_rect.x + (noise_bar_rect.w - noise_bar_fill_width) * 0.5f;
|
||||
noise_bar_fill_rect.y = noise_bar_rect.y;
|
||||
noise_bar_fill_rect.w = noise_bar_fill_width;
|
||||
noise_bar_fill_rect.h = noise_bar_height;
|
||||
|
||||
/* Set the color based on the noise value */
|
||||
Uint8 red = (Uint8)(flNoiseFraction * 255.0f);
|
||||
Uint8 green = (Uint8)((1.0f - flNoiseFraction) * 255.0f);
|
||||
/* Set the color based on the noise value vs the tolerance */
|
||||
Uint8 red = (Uint8)(flRelativeNoiseFraction * 255.0f);
|
||||
Uint8 green = (Uint8)((1.0f - flRelativeNoiseFraction) * 255.0f);
|
||||
SDL_SetRenderDrawColor(ctx->renderer, red, green, 0, 255); /* red when high noise, green when low noise */
|
||||
SDL_RenderFillRect(ctx->renderer, &noise_bar_fill_rect); /* draw the filled rectangle */
|
||||
|
||||
float tolerance_bar_fill_width = flAbsoluteToleranceFraction * noise_bar_rect.w; /* Scale the width based on the noise value */
|
||||
SDL_FRect tolerance_bar_rect;
|
||||
tolerance_bar_rect.x = noise_bar_rect.x + (noise_bar_rect.w - tolerance_bar_fill_width) * 0.5f;
|
||||
tolerance_bar_rect.y = noise_bar_rect.y;
|
||||
tolerance_bar_rect.w = tolerance_bar_fill_width;
|
||||
tolerance_bar_rect.h = noise_bar_height;
|
||||
|
||||
SDL_SetRenderDrawColor(ctx->renderer, 128, 128, 0, 255);
|
||||
SDL_RenderRect(ctx->renderer, &tolerance_bar_rect); /* draw the tolerance rectangle */
|
||||
|
||||
SDL_SetRenderDrawColor(ctx->renderer, 100, 100, 100, 255); /* gray box */
|
||||
SDL_RenderRect(ctx->renderer, &noise_bar_rect); /* draw the outline rectangle */
|
||||
|
||||
@@ -1828,7 +1862,7 @@ void RenderGyroDriftCalibrationButton(GyroDisplay *ctx, GamepadDisplay *gamepad_
|
||||
progress_bar_rect.h = BUTTON_PADDING * 0.5f;
|
||||
|
||||
/* Adjust the drift bar rectangle based on the drift calibration progress fraction */
|
||||
float drift_bar_fill_width = bTooMuchNoise ? 1.0f : ctx->drift_calibration_progress_frac * progress_bar_rect.w;
|
||||
float drift_bar_fill_width = bTooMuchNoise ? 1.0f : ctx->calibration_phase_progress_fraction * progress_bar_rect.w;
|
||||
SDL_FRect progress_bar_fill;
|
||||
progress_bar_fill.x = progress_bar_rect.x;
|
||||
progress_bar_fill.y = progress_bar_rect.y;
|
||||
@@ -1947,14 +1981,14 @@ void RenderGyroDisplay(GyroDisplay *ctx, GamepadDisplay *gamepadElements, SDL_Ga
|
||||
SDL_GetRenderDrawColor(ctx->renderer, &r, &g, &b, &a);
|
||||
|
||||
RenderSensorTimingInfo(ctx, gamepadElements);
|
||||
|
||||
RenderGyroDriftCalibrationButton(ctx, gamepadElements);
|
||||
|
||||
bool bHasCachedDriftSolution = BHasCachedGyroDriftSolution(ctx);
|
||||
if (bHasCachedDriftSolution) {
|
||||
/* Render Gyro calibration phases */
|
||||
if (ctx->current_calibration_phase == GYRO_CALIBRATION_PHASE_COMPLETE) {
|
||||
float bottom = RenderEulerReadout(ctx, gamepadElements);
|
||||
RenderGyroGizmo(ctx, gamepad, bottom);
|
||||
}
|
||||
|
||||
SDL_SetRenderDrawColor(ctx->renderer, r, g, b, a);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user