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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
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int estimated_sensor_rate_hz; /*hz - our estimation of the actual polling rate by observing packets received*/
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float euler_displacement_angles[3]; /* pitch, yaw, roll */
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Quaternion gyro_quaternion; /* Rotation since startup/reset, comprised of each gyro speed packet times sensor delta time. */
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float drift_calibration_progress_frac; /* [0..1] */
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EGyroCalibrationPhase current_calibration_phase;
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float calibration_phase_progress_fraction; /* [0..1] */
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float accelerometer_noise_sq; /* Distance between last noise and new noise. Used to indicate motion.*/
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float accelerometer_noise_tolerance_sq; /* Maximum amount of noise detected during the Noise Profiling Phase */
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GamepadButton *reset_gyro_button;
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GamepadButton *calibrate_gyro_button;
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@@ -1049,6 +1051,10 @@ GyroDisplay *CreateGyroDisplay(SDL_Renderer *renderer)
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ctx->gyro_quaternion = quat_identity;
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ctx->reported_sensor_rate_hz = 0;
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ctx->next_reported_sensor_time = 0;
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ctx->current_calibration_phase = GYRO_CALIBRATION_PHASE_OFF;
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ctx->calibration_phase_progress_fraction = 0.0f; /* [0..1] */
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ctx->accelerometer_noise_sq = 0.0f;
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ctx->accelerometer_noise_tolerance_sq = ACCELEROMETER_NOISE_THRESHOLD; /* Will be overwritten but this avoids divide by zero. */
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ctx->reset_gyro_button = CreateGamepadButton(renderer, "Reset View");
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ctx->calibrate_gyro_button = CreateGamepadButton(renderer, "Recalibrate Drift");
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}
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@@ -1362,17 +1368,7 @@ static void RenderGamepadElementHighlight(GamepadDisplay *ctx, int element, cons
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}
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}
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bool BHasCachedGyroDriftSolution(GyroDisplay *ctx)
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{
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if (!ctx) {
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return false;
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}
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return (ctx->gyro_drift_solution[0] != 0.0f ||
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ctx->gyro_drift_solution[1] != 0.0f ||
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ctx->gyro_drift_solution[2] != 0.0f);
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}
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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)
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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)
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{
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if (!ctx) {
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return;
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@@ -1391,8 +1387,10 @@ void SetGamepadDisplayIMUValues(GyroDisplay *ctx, float *gyro_drift_solution, fl
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SDL_memcpy(ctx->gyro_drift_solution, gyro_drift_solution, sizeof(ctx->gyro_drift_solution));
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SDL_memcpy(ctx->euler_displacement_angles, euler_displacement_angles, sizeof(ctx->euler_displacement_angles));
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ctx->gyro_quaternion = *gyro_quaternion;
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ctx->drift_calibration_progress_frac = drift_calibration_progress_frac;
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ctx->current_calibration_phase = calibration_phase;
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ctx->calibration_phase_progress_fraction = drift_calibration_progress_frac;
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ctx->accelerometer_noise_sq = accelerometer_noise_sq;
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ctx->accelerometer_noise_tolerance_sq = accelerometer_noise_tolerance_sq;
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}
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extern GamepadButton *GetGyroResetButton(GyroDisplay *ctx)
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@@ -1713,7 +1711,7 @@ void RenderSensorTimingInfo(GyroDisplay *ctx, GamepadDisplay *gamepad_display)
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/* Sensor timing section */
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char text[128];
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const float new_line_height = gamepad_display->button_height + 2.0f;
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const float text_offset_x = ctx->area.x + ctx->area.w / 4.0f + 40.0f;
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const float text_offset_x = ctx->area.x + ctx->area.w / 4.0f + 35.0f;
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/* Anchor to bottom left of principle rect. */
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float text_y_pos = ctx->area.y + ctx->area.h - new_line_height * 2;
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/*
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@@ -1759,7 +1757,7 @@ void RenderGyroDriftCalibrationButton(GyroDisplay *ctx, GamepadDisplay *gamepad_
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float log_y = ctx->area.y + BUTTON_PADDING;
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const float new_line_height = gamepad_display->button_height + 2.0f;
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GamepadButton *start_calibration_button = GetGyroCalibrateButton(ctx);
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bool bHasCachedDriftSolution = BHasCachedGyroDriftSolution(ctx);
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/* Show the recalibration progress bar. */
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float recalibrate_button_width = GetGamepadButtonLabelWidth(start_calibration_button) + 2 * BUTTON_PADDING;
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@@ -1769,24 +1767,46 @@ void RenderGyroDriftCalibrationButton(GyroDisplay *ctx, GamepadDisplay *gamepad_
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recalibrate_button_area.w = GetGamepadButtonLabelWidth(start_calibration_button) + 2.0f * BUTTON_PADDING;
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recalibrate_button_area.h = gamepad_display->button_height + BUTTON_PADDING * 2.0f;
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if (!bHasCachedDriftSolution) {
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SDL_snprintf(label_text, sizeof(label_text), "Progress: %3.0f%% ", ctx->drift_calibration_progress_frac * 100.0f);
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} else {
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SDL_strlcpy(label_text, "Calibrate Drift", sizeof(label_text));
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}
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SetGamepadButtonLabel(start_calibration_button, label_text);
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SetGamepadButtonArea(start_calibration_button, &recalibrate_button_area);
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RenderGamepadButton(start_calibration_button);
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/* Above button */
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SDL_strlcpy(label_text, "Gyro Orientation:", sizeof(label_text));
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SDLTest_DrawString(ctx->renderer, recalibrate_button_area.x, recalibrate_button_area.y - new_line_height, label_text);
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if (!bHasCachedDriftSolution) {
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/* Button label vs state */
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if (ctx->current_calibration_phase == GYRO_CALIBRATION_PHASE_OFF) {
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SDL_strlcpy(label_text, "Start Gyro Calibration", sizeof(label_text));
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} else if (ctx->current_calibration_phase == GYRO_CALIBRATION_PHASE_NOISE_PROFILING) {
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SDL_snprintf(label_text, sizeof(label_text), "Noise Progress: %3.0f%% ", ctx->calibration_phase_progress_fraction * 100.0f);
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} else if (ctx->current_calibration_phase == GYRO_CALIBRATION_PHASE_DRIFT_PROFILING) {
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SDL_snprintf(label_text, sizeof(label_text), "Drift Progress: %3.0f%% ", ctx->calibration_phase_progress_fraction * 100.0f);
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} else if (ctx->current_calibration_phase == GYRO_CALIBRATION_PHASE_COMPLETE) {
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SDL_strlcpy(label_text, "Recalibrate Gyro", sizeof(label_text));
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}
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float flNoiseFraction = SDL_clamp(SDL_sqrtf(ctx->accelerometer_noise_sq) / ACCELEROMETER_NOISE_THRESHOLD, 0.0f, 1.0f);
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bool bTooMuchNoise = (flNoiseFraction == 1.0f);
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SetGamepadButtonLabel(start_calibration_button, label_text);
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SetGamepadButtonArea(start_calibration_button, &recalibrate_button_area);
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RenderGamepadButton(start_calibration_button);
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const float flAbsoluteMaxAccelerationG = 0.125f;
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bool bExtremeNoise = ctx->accelerometer_noise_sq > (flAbsoluteMaxAccelerationG * flAbsoluteMaxAccelerationG);
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/* Explicit warning message if we detect too much movement */
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if (ctx->current_calibration_phase == GYRO_CALIBRATION_PHASE_OFF) {
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if (bExtremeNoise)
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{
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SDL_strlcpy(label_text, "GamePad Must Be Still", sizeof(label_text));
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SDLTest_DrawString(ctx->renderer, recalibrate_button_area.x, recalibrate_button_area.y + recalibrate_button_area.h + new_line_height, label_text);
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SDL_strlcpy(label_text, "Place GamePad On Table", sizeof(label_text));
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SDLTest_DrawString(ctx->renderer, recalibrate_button_area.x, recalibrate_button_area.y + recalibrate_button_area.h + new_line_height * 2, label_text);
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}
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}
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if (ctx->current_calibration_phase == GYRO_CALIBRATION_PHASE_NOISE_PROFILING
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|| ctx->current_calibration_phase == GYRO_CALIBRATION_PHASE_DRIFT_PROFILING)
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{
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float flAbsoluteNoiseFraction = SDL_clamp(ctx->accelerometer_noise_sq / (flAbsoluteMaxAccelerationG * flAbsoluteMaxAccelerationG), 0.0f, 1.0f);
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float flAbsoluteToleranceFraction = SDL_clamp(ctx->accelerometer_noise_tolerance_sq / (flAbsoluteMaxAccelerationG * flAbsoluteMaxAccelerationG), 0.0f, 1.0f);
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float flRelativeNoiseFraction = SDL_clamp(ctx->accelerometer_noise_sq / ctx->accelerometer_noise_tolerance_sq, 0.0f, 1.0f);
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bool bTooMuchNoise = (flAbsoluteNoiseFraction == 1.0f);
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float noise_bar_height = gamepad_display->button_height;
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SDL_FRect noise_bar_rect;
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@@ -1795,21 +1815,35 @@ void RenderGyroDriftCalibrationButton(GyroDisplay *ctx, GamepadDisplay *gamepad_
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noise_bar_rect.w = recalibrate_button_area.w;
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noise_bar_rect.h = noise_bar_height;
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//SDL_strlcpy(label_text, "Place GamePad On Table", sizeof(label_text));
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SDL_snprintf(label_text, sizeof(label_text), "Noise Tolerance: %3.3fG ", SDL_sqrtf(ctx->accelerometer_noise_tolerance_sq) );
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SDLTest_DrawString(ctx->renderer, recalibrate_button_area.x, recalibrate_button_area.y + recalibrate_button_area.h + new_line_height * 2, label_text);
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/* Adjust the noise bar rectangle based on the accelerometer noise value */
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float noise_bar_fill_width = flNoiseFraction * noise_bar_rect.w; /* Scale the width based on the noise value */
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float noise_bar_fill_width = flAbsoluteNoiseFraction * noise_bar_rect.w; /* Scale the width based on the noise value */
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SDL_FRect noise_bar_fill_rect;
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noise_bar_fill_rect.x = noise_bar_rect.x + (noise_bar_rect.w - noise_bar_fill_width) * 0.5f;
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noise_bar_fill_rect.y = noise_bar_rect.y;
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noise_bar_fill_rect.w = noise_bar_fill_width;
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noise_bar_fill_rect.h = noise_bar_height;
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/* Set the color based on the noise value */
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Uint8 red = (Uint8)(flNoiseFraction * 255.0f);
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Uint8 green = (Uint8)((1.0f - flNoiseFraction) * 255.0f);
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/* Set the color based on the noise value vs the tolerance */
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Uint8 red = (Uint8)(flRelativeNoiseFraction * 255.0f);
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Uint8 green = (Uint8)((1.0f - flRelativeNoiseFraction) * 255.0f);
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SDL_SetRenderDrawColor(ctx->renderer, red, green, 0, 255); /* red when high noise, green when low noise */
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SDL_RenderFillRect(ctx->renderer, &noise_bar_fill_rect); /* draw the filled rectangle */
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float tolerance_bar_fill_width = flAbsoluteToleranceFraction * noise_bar_rect.w; /* Scale the width based on the noise value */
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SDL_FRect tolerance_bar_rect;
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tolerance_bar_rect.x = noise_bar_rect.x + (noise_bar_rect.w - tolerance_bar_fill_width) * 0.5f;
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tolerance_bar_rect.y = noise_bar_rect.y;
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tolerance_bar_rect.w = tolerance_bar_fill_width;
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tolerance_bar_rect.h = noise_bar_height;
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SDL_SetRenderDrawColor(ctx->renderer, 128, 128, 0, 255);
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SDL_RenderRect(ctx->renderer, &tolerance_bar_rect); /* draw the tolerance rectangle */
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SDL_SetRenderDrawColor(ctx->renderer, 100, 100, 100, 255); /* gray box */
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SDL_RenderRect(ctx->renderer, &noise_bar_rect); /* draw the outline rectangle */
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@@ -1828,7 +1862,7 @@ void RenderGyroDriftCalibrationButton(GyroDisplay *ctx, GamepadDisplay *gamepad_
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progress_bar_rect.h = BUTTON_PADDING * 0.5f;
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/* Adjust the drift bar rectangle based on the drift calibration progress fraction */
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float drift_bar_fill_width = bTooMuchNoise ? 1.0f : ctx->drift_calibration_progress_frac * progress_bar_rect.w;
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float drift_bar_fill_width = bTooMuchNoise ? 1.0f : ctx->calibration_phase_progress_fraction * progress_bar_rect.w;
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SDL_FRect progress_bar_fill;
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progress_bar_fill.x = progress_bar_rect.x;
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progress_bar_fill.y = progress_bar_rect.y;
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@@ -1947,14 +1981,14 @@ void RenderGyroDisplay(GyroDisplay *ctx, GamepadDisplay *gamepadElements, SDL_Ga
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SDL_GetRenderDrawColor(ctx->renderer, &r, &g, &b, &a);
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RenderSensorTimingInfo(ctx, gamepadElements);
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RenderGyroDriftCalibrationButton(ctx, gamepadElements);
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bool bHasCachedDriftSolution = BHasCachedGyroDriftSolution(ctx);
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if (bHasCachedDriftSolution) {
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/* Render Gyro calibration phases */
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if (ctx->current_calibration_phase == GYRO_CALIBRATION_PHASE_COMPLETE) {
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float bottom = RenderEulerReadout(ctx, gamepadElements);
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RenderGyroGizmo(ctx, gamepad, bottom);
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}
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SDL_SetRenderDrawColor(ctx->renderer, r, g, b, a);
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}
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@@ -142,16 +142,26 @@ extern void RenderGamepadButton(GamepadButton *ctx);
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extern void DestroyGamepadButton(GamepadButton *ctx);
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/* Gyro element Display */
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/* If you want to calbirate against a known rotation (i.e. a turn table test) Increase ACCELEROMETER_NOISE_THRESHOLD to about 5, or drift correction will be constantly reset.*/
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#define ACCELEROMETER_NOISE_THRESHOLD 0.5f
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/* This is used as the initial noise tolernace threshold. It's set very close to zero to avoid divide by zero while we're evaluating the noise profile. Each controller may have a very different noise profile.*/
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#define ACCELEROMETER_NOISE_THRESHOLD 1e-6f
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/* Gyro Calibration Phases */
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typedef enum
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{
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GYRO_CALIBRATION_PHASE_OFF, /* Calibration has not yet been evaluated - signal to the user to put the controller on a flat surface before beginning the calibration process */
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GYRO_CALIBRATION_PHASE_NOISE_PROFILING, /* Find the max accelerometer noise for a fixed period */
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GYRO_CALIBRATION_PHASE_DRIFT_PROFILING, /* Find the drift while the accelerometer is below the accelerometer noise tolerance */
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GYRO_CALIBRATION_PHASE_COMPLETE, /* Calibration has finished */
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} EGyroCalibrationPhase;
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typedef struct Quaternion Quaternion;
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typedef struct GyroDisplay GyroDisplay;
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extern void InitCirclePoints3D();
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extern GyroDisplay *CreateGyroDisplay(SDL_Renderer *renderer);
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extern void SetGyroDisplayArea(GyroDisplay *ctx, const SDL_FRect *area);
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extern bool BHasCachedGyroDriftSolution(GyroDisplay *ctx);
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extern 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);
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extern 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);
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extern GamepadButton *GetGyroResetButton(GyroDisplay *ctx);
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extern GamepadButton *GetGyroCalibrateButton(GyroDisplay *ctx);
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extern void RenderGyroDisplay(GyroDisplay *ctx, GamepadDisplay *gamepadElements, SDL_Gamepad *gamepad);
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@@ -156,23 +156,39 @@ typedef struct
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float gyro_data[3]; /* Degrees per second, i.e. 100.0f means 100 degrees per second */
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float last_accel_data[3];/* Needed to detect motion (and inhibit drift calibration) */
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float accelerometer_length_squared;
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float accelerometer_length_squared; /* The current length squared from last packet to this packet */
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float accelerometer_tolerance_squared; /* In phase one of calibration we calculate this as the largest accelerometer_length_squared over the time period */
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float gyro_drift_accumulator[3];
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bool is_calibrating_drift; /* Starts on, but can be turned back on by the user to restart the drift calibration. */
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EGyroCalibrationPhase calibration_phase; /* [ GYRO_CALIBRATION_PHASE_OFF, GYRO_CALIBRATION_PHASE_NOISE_PROFILING, GYRO_CALIBRATION_PHASE_DRIFT_PROFILING,GYRO_CALIBRATION_PHASE_COMPLETE ] */
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Uint64 calibration_phase_start_time_ticks_ns; /* Set each time a calibration phase begins so that we can a real time number for evaluation of drift. Previously we would use a fixed number of packets but given that gyro polling rates vary wildly this made the duration very different. */
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int gyro_drift_sample_count;
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float gyro_drift_solution[3]; /* Non zero if calibration is complete. */
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Quaternion integrated_rotation; /* Used to help test whether the time stamps and gyro degrees per second are set up correctly by the HID implementation */
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} IMUState;
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/* Reset the Drift calculation state */
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void StartGyroDriftCalibration(IMUState *imustate)
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/* First stage of calibration - get the noise profile of the accelerometer */
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void BeginNoiseCalibrationPhase(IMUState *imustate)
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{
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imustate->is_calibrating_drift = true;
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imustate->accelerometer_tolerance_squared = ACCELEROMETER_NOISE_THRESHOLD;
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imustate->calibration_phase = GYRO_CALIBRATION_PHASE_NOISE_PROFILING;
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imustate->calibration_phase_start_time_ticks_ns = SDL_GetTicksNS();
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}
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/* Reset the Drift calculation state */
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void BeginDriftCalibrationPhase(IMUState *imustate)
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{
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imustate->calibration_phase = GYRO_CALIBRATION_PHASE_DRIFT_PROFILING;
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imustate->calibration_phase_start_time_ticks_ns = SDL_GetTicksNS();
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imustate->gyro_drift_sample_count = 0;
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SDL_zeroa(imustate->gyro_drift_solution);
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SDL_zeroa(imustate->gyro_drift_accumulator);
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}
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/* Initial/full reset of state */
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void ResetIMUState(IMUState *imustate)
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{
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imustate->gyro_packet_number = 0;
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@@ -180,10 +196,13 @@ void ResetIMUState(IMUState *imustate)
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imustate->starting_time_stamp_ns = SDL_GetTicksNS();
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imustate->integrated_rotation = quat_identity;
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imustate->accelerometer_length_squared = 0.0f;
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imustate->accelerometer_tolerance_squared = ACCELEROMETER_NOISE_THRESHOLD;
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imustate->calibration_phase = GYRO_CALIBRATION_PHASE_OFF;
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imustate->calibration_phase_start_time_ticks_ns = SDL_GetTicksNS();
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imustate->integrated_rotation = quat_identity;
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SDL_zeroa(imustate->last_accel_data);
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SDL_zeroa(imustate->gyro_drift_solution);
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StartGyroDriftCalibration(imustate);
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SDL_zeroa(imustate->gyro_drift_accumulator);
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}
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void ResetGyroOrientation(IMUState *imustate)
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@@ -191,8 +210,40 @@ void ResetGyroOrientation(IMUState *imustate)
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imustate->integrated_rotation = quat_identity;
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}
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/* More samples = more accurate drift correction, but also more time to calibrate.*/
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#define SDL_GAMEPAD_IMU_MIN_GYRO_DRIFT_SAMPLE_COUNT 1024
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/* More time = more accurate drift correction*/
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#define SDL_GAMEPAD_IMU_NOISE_SETTLING_PERIOD_NS (1 * SDL_NS_PER_SECOND)
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#define SDL_GAMEPAD_IMU_NOISE_EVALUATION_PERIOD_NS (4 * SDL_NS_PER_SECOND)
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#define SDL_GAMEPAD_IMU_NOISE_PROFILING_PHASE_DURATION_NS (SDL_GAMEPAD_IMU_NOISE_SETTLING_PERIOD_NS + SDL_GAMEPAD_IMU_NOISE_EVALUATION_PERIOD_NS)
|
||||
#define SDL_GAMEPAD_IMU_CALIBRATION_PHASE_DURATION_NS (5 * SDL_NS_PER_SECOND)
|
||||
|
||||
/*
|
||||
* Find the maximum accelerometer noise over the duration of the GYRO_CALIBRATION_PHASE_NOISE_PROFILING phase.
|
||||
*/
|
||||
void CalibrationPhase_NoiseProfiling(IMUState *imustate)
|
||||
{
|
||||
/* If we have really large movement (i.e. greater than a fraction of G), then we want to start noise evaluation over. The frontend will warn the user to put down the controller. */
|
||||
const float flAbsoluteMaxAccelerationG = 0.125f;
|
||||
if (imustate->accelerometer_length_squared > (flAbsoluteMaxAccelerationG * flAbsoluteMaxAccelerationG) ) {
|
||||
BeginNoiseCalibrationPhase(imustate);
|
||||
return;
|
||||
}
|
||||
|
||||
Uint64 now = SDL_GetTicksNS();
|
||||
Uint64 delta_ns = now - imustate->calibration_phase_start_time_ticks_ns;
|
||||
|
||||
/* Nuanced behavior - give the evaluation system some time to settle after placing the controller down before _actually_ evaluating, as the accelerometer could still be "ringing" after the user has placed it down, resulting in exaggerated tolerances */
|
||||
if (delta_ns > SDL_GAMEPAD_IMU_NOISE_SETTLING_PERIOD_NS) {
|
||||
/* Get the largest noise spike in the period of evaluation */
|
||||
if (imustate->accelerometer_length_squared > imustate->accelerometer_tolerance_squared) {
|
||||
imustate->accelerometer_tolerance_squared = imustate->accelerometer_length_squared;
|
||||
}
|
||||
}
|
||||
|
||||
/* Switch phase if we go over the time limit */
|
||||
if (delta_ns >= SDL_GAMEPAD_IMU_NOISE_PROFILING_PHASE_DURATION_NS) {
|
||||
BeginDriftCalibrationPhase(imustate);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Average drift _per packet_ as opposed to _per second_
|
||||
@@ -200,36 +251,22 @@ void ResetGyroOrientation(IMUState *imustate)
|
||||
*/
|
||||
void FinalizeDriftSolution(IMUState *imustate)
|
||||
{
|
||||
if (imustate->gyro_drift_sample_count >= SDL_GAMEPAD_IMU_MIN_GYRO_DRIFT_SAMPLE_COUNT) {
|
||||
if (imustate->gyro_drift_sample_count >= 0) {
|
||||
imustate->gyro_drift_solution[0] = imustate->gyro_drift_accumulator[0] / (float)imustate->gyro_drift_sample_count;
|
||||
imustate->gyro_drift_solution[1] = imustate->gyro_drift_accumulator[1] / (float)imustate->gyro_drift_sample_count;
|
||||
imustate->gyro_drift_solution[2] = imustate->gyro_drift_accumulator[2] / (float)imustate->gyro_drift_sample_count;
|
||||
}
|
||||
|
||||
imustate->is_calibrating_drift = false;
|
||||
imustate->calibration_phase = GYRO_CALIBRATION_PHASE_COMPLETE;
|
||||
ResetGyroOrientation(imustate);
|
||||
}
|
||||
|
||||
/* Sample gyro packet in order to calculate drift*/
|
||||
void SampleGyroPacketForDrift( IMUState *imustate )
|
||||
void CalibrationPhase_DriftProfiling(IMUState *imustate)
|
||||
{
|
||||
if ( !imustate->is_calibrating_drift )
|
||||
return;
|
||||
|
||||
/* Get the length squared difference of the last accelerometer data vs. the new one */
|
||||
float accelerometer_difference[3];
|
||||
accelerometer_difference[0] = imustate->accel_data[0] - imustate->last_accel_data[0];
|
||||
accelerometer_difference[1] = imustate->accel_data[1] - imustate->last_accel_data[1];
|
||||
accelerometer_difference[2] = imustate->accel_data[2] - imustate->last_accel_data[2];
|
||||
SDL_memcpy(imustate->last_accel_data, imustate->accel_data, sizeof(imustate->last_accel_data));
|
||||
|
||||
imustate->accelerometer_length_squared = accelerometer_difference[0] * accelerometer_difference[0] + accelerometer_difference[1] * accelerometer_difference[1] + accelerometer_difference[2] * accelerometer_difference[2];
|
||||
|
||||
/* Ideal threshold will vary considerably depending on IMU. PS5 needs a low value (0.05f). Nintendo Switch needs a higher value (0.15f). */
|
||||
const float flAccelerometerMovementThreshold = ACCELEROMETER_NOISE_THRESHOLD;
|
||||
if (imustate->accelerometer_length_squared > flAccelerometerMovementThreshold * flAccelerometerMovementThreshold) {
|
||||
if (imustate->accelerometer_length_squared > imustate->accelerometer_tolerance_squared) {
|
||||
/* Reset the drift calibration if the accelerometer has moved significantly */
|
||||
StartGyroDriftCalibration(imustate);
|
||||
BeginDriftCalibrationPhase(imustate);
|
||||
} else {
|
||||
/* Sensor is stationary enough to evaluate for drift.*/
|
||||
++imustate->gyro_drift_sample_count;
|
||||
@@ -238,12 +275,33 @@ void SampleGyroPacketForDrift( IMUState *imustate )
|
||||
imustate->gyro_drift_accumulator[1] += imustate->gyro_data[1];
|
||||
imustate->gyro_drift_accumulator[2] += imustate->gyro_data[2];
|
||||
|
||||
if (imustate->gyro_drift_sample_count >= SDL_GAMEPAD_IMU_MIN_GYRO_DRIFT_SAMPLE_COUNT) {
|
||||
/* Finish phase if we go over the time limit */
|
||||
Uint64 now = SDL_GetTicksNS();
|
||||
Uint64 delta_ns = now - imustate->calibration_phase_start_time_ticks_ns;
|
||||
if (delta_ns >= SDL_GAMEPAD_IMU_CALIBRATION_PHASE_DURATION_NS) {
|
||||
FinalizeDriftSolution(imustate);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* Sample gyro packet in order to calculate drift*/
|
||||
void SampleGyroPacketForDrift(IMUState *imustate)
|
||||
{
|
||||
/* Get the length squared difference of the last accelerometer data vs. the new one */
|
||||
float accelerometer_difference[3];
|
||||
accelerometer_difference[0] = imustate->accel_data[0] - imustate->last_accel_data[0];
|
||||
accelerometer_difference[1] = imustate->accel_data[1] - imustate->last_accel_data[1];
|
||||
accelerometer_difference[2] = imustate->accel_data[2] - imustate->last_accel_data[2];
|
||||
SDL_memcpy(imustate->last_accel_data, imustate->accel_data, sizeof(imustate->last_accel_data));
|
||||
imustate->accelerometer_length_squared = accelerometer_difference[0] * accelerometer_difference[0] + accelerometer_difference[1] * accelerometer_difference[1] + accelerometer_difference[2] * accelerometer_difference[2];
|
||||
|
||||
if (imustate->calibration_phase == GYRO_CALIBRATION_PHASE_NOISE_PROFILING)
|
||||
CalibrationPhase_NoiseProfiling(imustate);
|
||||
|
||||
if (imustate->calibration_phase == GYRO_CALIBRATION_PHASE_DRIFT_PROFILING)
|
||||
CalibrationPhase_DriftProfiling(imustate);
|
||||
}
|
||||
|
||||
void ApplyDriftSolution(float *gyro_data, const float *drift_solution)
|
||||
{
|
||||
gyro_data[0] -= drift_solution[0];
|
||||
@@ -1444,7 +1502,18 @@ static void HandleGamepadSensorEvent( SDL_Event* event )
|
||||
float display_euler_angles[3];
|
||||
QuaternionToYXZ(controller->imu_state->integrated_rotation, &display_euler_angles[0], &display_euler_angles[1], &display_euler_angles[2]);
|
||||
|
||||
float drift_calibration_progress_frac = controller->imu_state->gyro_drift_sample_count / (float)SDL_GAMEPAD_IMU_MIN_GYRO_DRIFT_SAMPLE_COUNT;
|
||||
/* Show how far we are through the current phase. When off, just default to zero progress */
|
||||
Uint64 now = SDL_GetTicksNS();
|
||||
float duration = 0.0f;
|
||||
if (controller->imu_state->calibration_phase == GYRO_CALIBRATION_PHASE_NOISE_PROFILING) {
|
||||
duration = SDL_GAMEPAD_IMU_NOISE_PROFILING_PHASE_DURATION_NS;
|
||||
} else if (controller->imu_state->calibration_phase == GYRO_CALIBRATION_PHASE_DRIFT_PROFILING) {
|
||||
duration = SDL_GAMEPAD_IMU_CALIBRATION_PHASE_DURATION_NS;
|
||||
}
|
||||
|
||||
Uint64 delta_ns = now - controller->imu_state->calibration_phase_start_time_ticks_ns;
|
||||
float drift_calibration_progress_frac = duration > 0.0f ? ((float)delta_ns / (float)duration) : 0.0f;
|
||||
|
||||
int reported_polling_rate_hz = sensorTimeStampDelta_ns > 0 ? (int)(SDL_NS_PER_SECOND / sensorTimeStampDelta_ns) : 0;
|
||||
|
||||
/* Send the results to the frontend */
|
||||
@@ -1454,8 +1523,11 @@ static void HandleGamepadSensorEvent( SDL_Event* event )
|
||||
&controller->imu_state->integrated_rotation,
|
||||
reported_polling_rate_hz,
|
||||
controller->imu_state->imu_estimated_sensor_rate,
|
||||
controller->imu_state->calibration_phase,
|
||||
drift_calibration_progress_frac,
|
||||
controller->imu_state->accelerometer_length_squared
|
||||
controller->imu_state->accelerometer_length_squared,
|
||||
controller->imu_state->accelerometer_tolerance_squared
|
||||
|
||||
);
|
||||
|
||||
/* Also show the gyro correction next to the gyro speed - this is useful in turntable tests as you can use a turntable to calibrate for drift, and that drift correction is functionally the same as the turn table speed (ignoring drift) */
|
||||
@@ -2145,7 +2217,7 @@ SDL_AppResult SDLCALL SDL_AppEvent(void *appstate, SDL_Event *event)
|
||||
if (GamepadButtonContains(GetGyroResetButton(gyro_elements), event->button.x, event->button.y)) {
|
||||
ResetGyroOrientation(controller->imu_state);
|
||||
} else if (GamepadButtonContains(GetGyroCalibrateButton(gyro_elements), event->button.x, event->button.y)) {
|
||||
StartGyroDriftCalibration(controller->imu_state);
|
||||
BeginNoiseCalibrationPhase(controller->imu_state);
|
||||
} else if (GamepadButtonContains(setup_mapping_button, event->button.x, event->button.y)) {
|
||||
SetDisplayMode(CONTROLLER_MODE_BINDING);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user