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mapbox-sdk/Unity/Location/AngleSmoothing/AngleSmoothingLowPass.cs

70 lines
1.9 KiB

1 year ago
namespace Mapbox.Unity.Location
{
using System;
using System.Linq;
using UnityEngine;
/// <summary>
/// Smoothing via low pass filter
/// </summary>
public class AngleSmoothingLowPass : AngleSmoothingAbstractBase
{
[SerializeField]
[Tooltip("Factor to change smoothing. The lower the factor the slower the angle changes. '1' would be no smoothing")]
[Range(0.01f, 0.9f)]
private double _smoothingFactor = 0.5;
public AngleSmoothingLowPass() : base() { }
public AngleSmoothingLowPass(double smoothingFactor) : base()
{
_smoothingFactor = smoothingFactor;
}
public override double Calculate()
{
// reverse order, latest in _angles is at [0]
double[] angles = _angles.Reverse().ToArray();
// since we cannot work directly on the angles (eg think about 355 and 5)
// we convert to cartesian coordinates and apply filtering there
// aproximation should be good enough for the use case of compass filtering
// differences occur only at the 2nd or 3rd digit after the decimal point
double lastSin = Math.Sin(angles[0] * DEG2RAD);
double lastCos = Math.Cos(angles[0] * DEG2RAD);
debugLogAngle(angles[0], Math.Atan2(lastSin, lastCos) * RAD2DEG);
for (int i = 1; i < angles.Length; i++)
{
double angle = angles[i];
lastSin = _smoothingFactor * Math.Sin(angle * DEG2RAD) + (1 - _smoothingFactor) * lastSin;
lastCos = _smoothingFactor * Math.Cos(angle * DEG2RAD) + (1 - _smoothingFactor) * lastCos;
debugLogAngle(angles[i], Math.Atan2(lastSin, lastCos) * RAD2DEG);
}
// round, don't need crazy precision
double finalAngle = Math.Round(Math.Atan2(lastSin, lastCos) * RAD2DEG, 2);
debugLogAngle(finalAngle, finalAngle);
// stay within [0..<360]
finalAngle = finalAngle < 0 ? finalAngle + 360 : finalAngle >= 360 ? finalAngle - 360 : finalAngle;
debugLogAngle(finalAngle, finalAngle);
return finalAngle;
}
}
}