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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.c
 * 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;
}