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

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1.7 KiB

namespace Mapbox.Unity.Location
{
using System;
using System.Linq;
/// <summary>
/// <para>Smooths angles via a exponential moving average (EMA).</para>
/// <para>https://en.wikipedia.org/wiki/Moving_average#Exponential_moving_average</para>
/// <para>https://stackoverflow.com/questions/8450020/calculate-exponential-moving-average-on-a-queue-in-c-sharp</para>
/// </summary>
public class AngleSmoothingEMA : AngleSmoothingAbstractBase
{
public AngleSmoothingEMA() : base()
{
_alpha = 2.0d / (double)(_measurements + 1);
}
private double _alpha;
public override double Calculate()
{
// reverse order, _angles[0] is latest
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 sin = Math.Sin(angles[0] * DEG2RAD);
double cos = Math.Cos(angles[0] * DEG2RAD);
debugLogAngle(angles[0], Math.Atan2(sin, cos) * RAD2DEG);
for (int i = 1; i < angles.Length; i++)
{
sin = (Math.Sin(angles[i] * DEG2RAD) - sin) * _alpha + sin;
cos = (Math.Cos(angles[i] * DEG2RAD) - cos) * _alpha + cos;
debugLogAngle(angles[i], Math.Atan2(sin, cos) * RAD2DEG);
}
// round, don't need crazy precision
double finalAngle = Math.Round(Math.Atan2(sin, cos) * RAD2DEG, 2);
debugLogAngle(finalAngle, finalAngle);
// stay within [0..<360]
finalAngle = finalAngle < 0 ? finalAngle + 360 : finalAngle >= 360 ? finalAngle - 360 : finalAngle;
debugLogAngle(finalAngle, finalAngle);
return finalAngle;
}
}
}