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+/****************************************************************************
+ *
+ * Copyright (C) 2012 PX4 Development Team. All rights reserved.
+ * Author: Lorenz Meier <lm@inf.ethz.ch>
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ *
+ * 1. Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in
+ * the documentation and/or other materials provided with the
+ * distribution.
+ * 3. Neither the name PX4 nor the names of its contributors may be
+ * used to endorse or promote products derived from this software
+ * without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
+ * FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
+ * COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
+ * INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
+ * BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS
+ * OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED
+ * AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
+ * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
+ * ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+ * POSSIBILITY OF SUCH DAMAGE.
+ *
+ ****************************************************************************/
+
+/**
+ * @file calibration_routines.cpp
+ * Calibration routines implementations.
+ *
+ * @author Lorenz Meier <lm@inf.ethz.ch>
+ */
+
+#include <math.h>
+
+#include "calibration_routines.h"
+
+
+int sphere_fit_least_squares(const float x[], const float y[], const float z[],
+ unsigned int size, unsigned int max_iterations, float delta, float *sphere_x, float *sphere_y, float *sphere_z, float *sphere_radius)
+{
+
+ float x_sumplain = 0.0f;
+ float x_sumsq = 0.0f;
+ float x_sumcube = 0.0f;
+
+ float y_sumplain = 0.0f;
+ float y_sumsq = 0.0f;
+ float y_sumcube = 0.0f;
+
+ float z_sumplain = 0.0f;
+ float z_sumsq = 0.0f;
+ float z_sumcube = 0.0f;
+
+ float xy_sum = 0.0f;
+ float xz_sum = 0.0f;
+ float yz_sum = 0.0f;
+
+ float x2y_sum = 0.0f;
+ float x2z_sum = 0.0f;
+ float y2x_sum = 0.0f;
+ float y2z_sum = 0.0f;
+ float z2x_sum = 0.0f;
+ float z2y_sum = 0.0f;
+
+ for (unsigned int i = 0; i < size; i++) {
+
+ float x2 = x[i] * x[i];
+ float y2 = y[i] * y[i];
+ float z2 = z[i] * z[i];
+
+ x_sumplain += x[i];
+ x_sumsq += x2;
+ x_sumcube += x2 * x[i];
+
+ y_sumplain += y[i];
+ y_sumsq += y2;
+ y_sumcube += y2 * y[i];
+
+ z_sumplain += z[i];
+ z_sumsq += z2;
+ z_sumcube += z2 * z[i];
+
+ xy_sum += x[i] * y[i];
+ xz_sum += x[i] * z[i];
+ yz_sum += y[i] * z[i];
+
+ x2y_sum += x2 * y[i];
+ x2z_sum += x2 * z[i];
+
+ y2x_sum += y2 * x[i];
+ y2z_sum += y2 * z[i];
+
+ z2x_sum += z2 * x[i];
+ z2y_sum += z2 * y[i];
+ }
+
+ //
+ //Least Squares Fit a sphere A,B,C with radius squared Rsq to 3D data
+ //
+ // P is a structure that has been computed with the data earlier.
+ // P.npoints is the number of elements; the length of X,Y,Z are identical.
+ // P's members are logically named.
+ //
+ // X[n] is the x component of point n
+ // Y[n] is the y component of point n
+ // Z[n] is the z component of point n
+ //
+ // A is the x coordiante of the sphere
+ // B is the y coordiante of the sphere
+ // C is the z coordiante of the sphere
+ // Rsq is the radius squared of the sphere.
+ //
+ //This method should converge; maybe 5-100 iterations or more.
+ //
+ float x_sum = x_sumplain / size; //sum( X[n] )
+ float x_sum2 = x_sumsq / size; //sum( X[n]^2 )
+ float x_sum3 = x_sumcube / size; //sum( X[n]^3 )
+ float y_sum = y_sumplain / size; //sum( Y[n] )
+ float y_sum2 = y_sumsq / size; //sum( Y[n]^2 )
+ float y_sum3 = y_sumcube / size; //sum( Y[n]^3 )
+ float z_sum = z_sumplain / size; //sum( Z[n] )
+ float z_sum2 = z_sumsq / size; //sum( Z[n]^2 )
+ float z_sum3 = z_sumcube / size; //sum( Z[n]^3 )
+
+ float XY = xy_sum / size; //sum( X[n] * Y[n] )
+ float XZ = xz_sum / size; //sum( X[n] * Z[n] )
+ float YZ = yz_sum / size; //sum( Y[n] * Z[n] )
+ float X2Y = x2y_sum / size; //sum( X[n]^2 * Y[n] )
+ float X2Z = x2z_sum / size; //sum( X[n]^2 * Z[n] )
+ float Y2X = y2x_sum / size; //sum( Y[n]^2 * X[n] )
+ float Y2Z = y2z_sum / size; //sum( Y[n]^2 * Z[n] )
+ float Z2X = z2x_sum / size; //sum( Z[n]^2 * X[n] )
+ float Z2Y = z2y_sum / size; //sum( Z[n]^2 * Y[n] )
+
+ //Reduction of multiplications
+ float F0 = x_sum2 + y_sum2 + z_sum2;
+ float F1 = 0.5f * F0;
+ float F2 = -8.0f * (x_sum3 + Y2X + Z2X);
+ float F3 = -8.0f * (X2Y + y_sum3 + Z2Y);
+ float F4 = -8.0f * (X2Z + Y2Z + z_sum3);
+
+ //Set initial conditions:
+ float A = x_sum;
+ float B = y_sum;
+ float C = z_sum;
+
+ //First iteration computation:
+ float A2 = A * A;
+ float B2 = B * B;
+ float C2 = C * C;
+ float QS = A2 + B2 + C2;
+ float QB = -2.0f * (A * x_sum + B * y_sum + C * z_sum);
+
+ //Set initial conditions:
+ float Rsq = F0 + QB + QS;
+
+ //First iteration computation:
+ float Q0 = 0.5f * (QS - Rsq);
+ float Q1 = F1 + Q0;
+ float Q2 = 8.0f * (QS - Rsq + QB + F0);
+ float aA, aB, aC, nA, nB, nC, dA, dB, dC;
+
+ //Iterate N times, ignore stop condition.
+ int n = 0;
+
+ while (n < max_iterations) {
+ n++;
+
+ //Compute denominator:
+ aA = Q2 + 16.0f * (A2 - 2.0f * A * x_sum + x_sum2);
+ aB = Q2 + 16.0f * (B2 - 2.0f * B * y_sum + y_sum2);
+ aC = Q2 + 16.0f * (C2 - 2.0f * C * z_sum + z_sum2);
+ aA = (aA == 0.0f) ? 1.0f : aA;
+ aB = (aB == 0.0f) ? 1.0f : aB;
+ aC = (aC == 0.0f) ? 1.0f : aC;
+
+ //Compute next iteration
+ nA = A - ((F2 + 16.0f * (B * XY + C * XZ + x_sum * (-A2 - Q0) + A * (x_sum2 + Q1 - C * z_sum - B * y_sum))) / aA);
+ nB = B - ((F3 + 16.0f * (A * XY + C * YZ + y_sum * (-B2 - Q0) + B * (y_sum2 + Q1 - A * x_sum - C * z_sum))) / aB);
+ nC = C - ((F4 + 16.0f * (A * XZ + B * YZ + z_sum * (-C2 - Q0) + C * (z_sum2 + Q1 - A * x_sum - B * y_sum))) / aC);
+
+ //Check for stop condition
+ dA = (nA - A);
+ dB = (nB - B);
+ dC = (nC - C);
+
+ if ((dA * dA + dB * dB + dC * dC) <= delta) { break; }
+
+ //Compute next iteration's values
+ A = nA;
+ B = nB;
+ C = nC;
+ A2 = A * A;
+ B2 = B * B;
+ C2 = C * C;
+ QS = A2 + B2 + C2;
+ QB = -2.0f * (A * x_sum + B * y_sum + C * z_sum);
+ Rsq = F0 + QB + QS;
+ Q0 = 0.5f * (QS - Rsq);
+ Q1 = F1 + Q0;
+ Q2 = 8.0f * (QS - Rsq + QB + F0);
+ }
+
+ *sphere_x = A;
+ *sphere_y = B;
+ *sphere_z = C;
+ *sphere_radius = sqrtf(Rsq);
+
+ return 0;
+}
+