/************************************************************************************ Filename : Util_MagCalibration.cpp Content : Procedures for calibrating the magnetometer Created : April 16, 2013 Authors : Steve LaValle, Andrew Reisse Copyright : Copyright 2013 Oculus VR, Inc. All Rights reserved. Use of this software is subject to the terms of the Oculus license agreement provided at the time of installation or download, or which otherwise accompanies this software in either electronic or hard copy form. *************************************************************************************/ #include "Util_MagCalibration.h" namespace OVR { namespace Util { void MagCalibration::BeginAutoCalibration(SensorFusion& sf) { Status = Mag_AutoCalibrating; // This is a "hard" reset of the mag, so need to clear stored values sf.ClearMagCalibration(); SampleCount = 0; } unsigned MagCalibration::UpdateAutoCalibration(SensorFusion& sf) { if (Status != Mag_AutoCalibrating) return Status; Quatf q = sf.GetOrientation(); Vector3f m = sf.GetMagnetometer(); InsertIfAcceptable(q, m); if ((SampleCount == 4) && (Status == Mag_AutoCalibrating)) SetCalibration(sf); return Status; } void MagCalibration::BeginManualCalibration(SensorFusion& sf) { Status = Mag_ManuallyCalibrating; sf.ClearMagCalibration(); SampleCount = 0; } bool MagCalibration::IsAcceptableSample(const Quatf& q, const Vector3f& m) { switch (SampleCount) { // Initial sample is always acceptable case 0: return true; break; case 1: return (q.DistanceSq(QuatSamples[0]) > MinQuatDistanceSq)&& ((m - MagSamples[0]).LengthSq() > MinMagDistanceSq); break; case 2: return (q.DistanceSq(QuatSamples[0]) > MinQuatDistanceSq)&& (q.DistanceSq(QuatSamples[1]) > MinQuatDistanceSq)&& ((m - MagSamples[0]).LengthSq() > MinMagDistanceSq)&& ((m - MagSamples[1]).LengthSq() > MinMagDistanceSq); break; case 3: return (q.DistanceSq(QuatSamples[0]) > MinQuatDistanceSq)&& (q.DistanceSq(QuatSamples[1]) > MinQuatDistanceSq)&& (q.DistanceSq(QuatSamples[2]) > MinQuatDistanceSq)&& ((PointToPlaneDistance(MagSamples[0],MagSamples[1],MagSamples[2],m) > MinMagDistance)|| (PointToPlaneDistance(MagSamples[1],MagSamples[2],m,MagSamples[0]) > MinMagDistance)|| (PointToPlaneDistance(MagSamples[2],m,MagSamples[0],MagSamples[1]) > MinMagDistance)|| (PointToPlaneDistance(m,MagSamples[0],MagSamples[1],MagSamples[2]) > MinMagDistance)); } return false; } bool MagCalibration::InsertIfAcceptable(const Quatf& q, const Vector3f& m) { if (IsAcceptableSample(q, m)) { MagSamples[SampleCount] = m; QuatSamples[SampleCount] = q; SampleCount++; return true; } return false; } bool MagCalibration::SetCalibration(SensorFusion& sf) { if (SampleCount < 4) return false; MagCenter = CalculateSphereCenter(MagSamples[0],MagSamples[1],MagSamples[2],MagSamples[3]); Matrix4f calMat = Matrix4f(); calMat.M[0][3] = -MagCenter.x; calMat.M[1][3] = -MagCenter.y; calMat.M[2][3] = -MagCenter.z; sf.SetMagCalibration(calMat); Status = Mag_Calibrated; //LogText("MagCenter: %f %f %f\n",MagCenter.x,MagCenter.y,MagCenter.z); return true; } // Calculate the center of a sphere that passes through p1, p2, p3, p4 Vector3f MagCalibration::CalculateSphereCenter(const Vector3f& p1, const Vector3f& p2, const Vector3f& p3, const Vector3f& p4) { Matrix4f A; int i; Vector3f p[4]; p[0] = p1; p[1] = p2; p[2] = p3; p[3] = p4; for (i = 0; i < 4; i++) { A.M[i][0] = p[i].x; A.M[i][1] = p[i].y; A.M[i][2] = p[i].z; A.M[i][3] = 1.0f; } float m11 = A.Determinant(); OVR_ASSERT(m11 != 0.0f); for (i = 0; i < 4; i++) { A.M[i][0] = p[i].x*p[i].x + p[i].y*p[i].y + p[i].z*p[i].z; A.M[i][1] = p[i].y; A.M[i][2] = p[i].z; A.M[i][3] = 1.0f; } float m12 = A.Determinant(); for (i = 0; i < 4; i++) { A.M[i][0] = p[i].x*p[i].x + p[i].y*p[i].y + p[i].z*p[i].z; A.M[i][1] = p[i].x; A.M[i][2] = p[i].z; A.M[i][3] = 1.0f; } float m13 = A.Determinant(); for (i = 0; i < 4; i++) { A.M[i][0] = p[i].x*p[i].x + p[i].y*p[i].y + p[i].z*p[i].z; A.M[i][1] = p[i].x; A.M[i][2] = p[i].y; A.M[i][3] = 1.0f; } float m14 = A.Determinant(); float c = 0.5f / m11; return Vector3f(c*m12, -c*m13, c*m14); } // Distance from p4 to the nearest point on a plane through p1, p2, p3 float MagCalibration::PointToPlaneDistance(const Vector3f& p1, const Vector3f& p2, const Vector3f& p3, const Vector3f& p4) { Vector3f v1 = p1 - p2; Vector3f v2 = p1 - p3; Vector3f planeNormal = v1.Cross(v2); planeNormal.Normalize(); return (fabs((planeNormal * p4) - planeNormal * p1)); } }}