Direction Cosine Matrix implementation
I'm trying to implement the Direction Cosine Matrix on Android. I've read some theory about DCM and I finally coded a draft
public void imuUpdate(float dT, float gyro[], float accel[]) {
int i;
Tuple3d Kacc = new Tuple3d();
// Acc can estimate global K vector(zenith) measured in body's
// coordinate systems (the reverse of gravitation vector)
Kacc.x = -accel[0];
Kacc.y = -accel[1];
Kacc.z = -accel[2];
// vector3d_normalize(Kacc);
Kacc.normalize();
// calculate correction vector to bring dcmGyro's K vector closer to Acc
// vector (K vector according to accelerometer)
Tuple3d wA = new Tuple3d();
Tuple3d dcmGyroX = new Tuple3d();
dcmGyroX.x = dcm_matrix.get(0, 2);
dcmGyroX.y = dcm_matrix.get(1, 2);
dcmGyroX.z = dcm_matrix.get(2, 2);
wA.cross(dcmGyroX, Kacc);
// calculate correction vector to bring dcmGyro's I vector closer to Mag
// vector (I vector according to magnetometer)
Tuple3d Imag = new Tuple3d();
Tuple3d wM = new Tuple3d();
// in the absense of magnetometer let's assume North vector (I) is
// always in XZ plane of the device (y coordinate is 0)
Imag.x = Math.sqrt(1 - Math.pow(dcm_matrix.get(0, 2), 2));
Imag.y = 0;
Imag.z = dcm_matrix.get(0, 2);
dcmGyroX.x = dcm_matrix.get(0, 0);
dcmGyroX.y = dcm_matrix.get(1, 0);
dcmGyroX.z = dcm_matrix.get(2, 0);
wM.cross(dcmGyroX, Imag);
// ---------------
// dcmGyro
// ---------------
Tuple3d w = new Tuple3d();
// Acc can estimate global K vector(zenith) measured in body's
// coordinate systems (the reverse of gravitation vector)
w.x = -gyro[0];
w.y = -gyro[1];
w.z = -gyro[2];
float wA2[] = new float[3];
wA2[0] = (float) wA.x;
wA2[1] = (float) wA.y;
wA2[2] = (float) wA.z;
w.x *= dT;
w.x = (w.x + ACC_WEIGHT * wA.x + MAG_WEIGHT * wM.x)
/ (1.0 + ACC_WEIGHT + MAG_WEIGHT);
w.y *= dT;
w.y = (w.y + ACC_WEIGHT * wA.y + MAG_WEIGHT * wM.y)
/ (1.0 + ACC_WEIGHT + MAG_WEIGHT);
w.z *= dT;
w.z = (w.z + ACC_WEIGHT * wA.z + MAG_WEIGHT * wM.z)
/ (1.0 + ACC_WEIGHT + MAG_WEIGHT);
dcm_rotate(w);
}
// rotate DCM matrix by a small rotation given by angular rotation vector w
// see
public void dcm_rotate(Tuple3d w) {
// float W[3][3];
// creates equivalent skew symetric matrix plus identity matrix
// vector3d_skew_plus_identity((float*)w,(float*)W);
// float dcmTmp[3][3];
// matrix_multiply(3,3,3,(float*)W,(float*)dcm,(float*)dcmTmp);
Tuple3d dcmXX = new Tuple3d();
Tuple3d dcmXY = new Tuple3d();
Tuple3d dcmXZ = new Tuple3d();
dcmXX.x = dcm_matrix.get(0, 0);
dcmXX.y = dcm_matrix.get(1, 0);
dcmXX.z = dcm_matrix.get(2, 0);
dcmXY.x = dcm_matrix.get(0, 1);
dcmXY.y = dcm_matrix.get(1, 1);
dcmXY.z = dcm_matrix.get(2, 1);
dcmXZ.x = dcm_matrix.get(0, 2);
dcmXZ.y = dcm_matrix.get(1, 2);
dcmXZ.z = dcm_matrix.get(2, 2);
Tuple3d dR = new Tuple3d();
dR.cross(w, dcmXX);
dcmXX.add(dR);
// System.out.println("WA: " + w.x + " " + w.y + " " + w.z);
dR.cross(w, dcmXY);
dcmXY.add(dR);
dR.cross(w, dcmXZ);
dcmXZ.add(dR);
// Orthonormalize
Tuple3d dcmXXtmp = dcmXX;
Tuple3d dcmXYtmp = dcmXY;
Tuple3d dcmXZtmp = dcmXZ;
// err = X . Y , X = X - err/2 * Y , Y = Y - err/2 * X (DCMDraft2
// Eqn.19)
// float err = vector3d_dot((float*)(dcm[0]),(float*)(dcm[1]));
float err = (float) dcmXX.Dot(dcmXY);
dcmXXtmp.scaleAdd(-err / 2, dcmXY);
dcmXYtmp.scaleAdd(-err / 2, dcmXX);
dcmXZtmp.cross(dcmXXtmp, dcmXYtmp);
dcmXXtmp.normalize();
dcmXYtmp.normalize();
dcmXZtmp.normalize();
dcm_matrix.set(0, 0, (float) dcmXXtmp.x);
dcm_matrix.set(1, 0, (float) dcmXXtmp.y);
dcm_matrix.set(2, 0, (float) dcmXXtmp.z);
dcm_matrix.set(0, 1, (float) dcmXYtmp.x);
dcm_matrix.set(1, 1, (float) dcmXYtmp.y);
dcm_matrix.set(2, 1, (float) dcmXYtmp.z);
dcm_matrix.set(0, 2, (float) dcmXZtmp.x);
dcm_matrix.set(1, 2, (float) dcmXZtmp.y);
dcm_matrix.set(2, 2, (float) dcmXZtmp.z);
}
So every time the Gyro get updated I compute dT and I call imuUpdate
I achieved to do this code by mixing the theory http://gentlenav.googlecode.com/files/DCMDraft2.pdf and some code found here http://code.google.com/p/picquadcontroller/source/browse/trunk/imu.h?r=7 (thanks to them by the way)
But I can make this DCM work... if I try to extract the pitch for example
pitch = Math.asin(-dcm_matrix.get(0, 2));
the result it's completly wrong (it's giving me some random angles...) and if i plot the DCM well it's numbers... But I can't figure out where in my calculation I'm wrong...
Can somebody give me a hand on this please?
EDIT: I have updated my code (i had a sign error). Now I tested my DCM after what ALi suggested (corss product on 2 diferent must be 0 or almost 0 and the square sum must be 1 or almost 1 on my case)
Well.. I tried to apply my DCM using opengl
gl.glTranslatef(0, 0, -10.0f);
// setup code
float vertexData[] = new float[16];
for (int i=0;i<16;i++)
{
vertexData[i] = 0;
}
vertexData[15] = 1;
vertexData[0] = this.main.dcm_matrix.mMat[0];
vertexData[1] = this.main.dcm_matrix.mMat[1];
vertexData[2] = this.main.dcm_matrix.mMat[2];
vertexData[3] = this.main.dcm_matrix.mMat[3];
vertexData[5] = this.main.dcm_matrix.mMat[4];
vertexData[6] = this.main.dcm_matrix.mMat[5];
vertexData[8] = this.main.dcm_matrix.mMat[6];
vertexData[9] = this.main.dcm_matrix.mMat[7];
vertexData[10] = this.main.dcm_matrix.mMat[8];
gl.glMultMatrixf(vertexData,0);
I beg pardon for that crap coding I don't wanted to do algorithme err开发者_开发百科or so.. i put the value one by one :). so my DCM is 3x3 but following that video he says that opengl use a 4x4 (with zero on the edge and a ONE on the last diago element) thats why all thos stuff on thos code I just showed.
And the result is really bad. depending on how I move my phone I can see a little cube rotating really fast in every direction.... SO I don't know is the mistake now
Thank you
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