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1 /************************************************************************************
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2
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3 Filename : Util_MagCalibration.cpp
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4 Content : Procedures for calibrating the magnetometer
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5 Created : April 16, 2013
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6 Authors : Steve LaValle, Andrew Reisse
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7
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8 Copyright : Copyright 2013 Oculus VR, Inc. All Rights reserved.
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9
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10 Use of this software is subject to the terms of the Oculus license
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11 agreement provided at the time of installation or download, or which
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12 otherwise accompanies this software in either electronic or hard copy form.
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13
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14 *************************************************************************************/
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15
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16 #include "Util_MagCalibration.h"
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17
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18 namespace OVR { namespace Util {
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19
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20 void MagCalibration::BeginAutoCalibration(SensorFusion& sf)
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21 {
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22 Stat = Mag_AutoCalibrating;
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23 // This is a "hard" reset of the mag, so need to clear stored values
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24 sf.ClearMagCalibration();
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25 SampleCount = 0;
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26
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27 // reset the statistics
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28 MinMagValues = Vector3f(10000.0f,10000.0f,10000.0f);
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29 MaxMagValues = Vector3f(-10000.0f,-10000.0f,-10000.0f);
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30 MinQuatValues = Quatf(1.0f,1.0f,1.0f,1.0f);
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31 MaxQuatValues = Quatf(0.0f,0.0f,0.0f,0.0f);
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32 }
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33
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34 unsigned MagCalibration::UpdateAutoCalibration(SensorFusion& sf)
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35 {
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36 if (Stat != Mag_AutoCalibrating)
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37 return Stat;
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38
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39 Quatf q = sf.GetOrientation();
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40 Vector3f m = sf.GetMagnetometer();
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41
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42 InsertIfAcceptable(q, m);
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43
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44 if ((SampleCount == 4) && (Stat == Mag_AutoCalibrating))
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45 {
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46 //LogText("Magnetometer Output Spread: %f %f %f\n",MagSpread.x,MagSpread.y,MagSpread.z);
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47 //LogText("Quaternion Spread: %f %f %f %f\n",QuatSpread.x,QuatSpread.y,QuatSpread.z,QuatSpread.w);
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48 SetCalibration(sf);
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49 }
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50
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51 return Stat;
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52
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53 }
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54
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55 void MagCalibration::BeginManualCalibration(SensorFusion& sf)
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56 {
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57 Stat = Mag_ManuallyCalibrating;
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58 sf.ClearMagCalibration();
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59 SampleCount = 0;
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60 }
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61
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62 bool MagCalibration::IsAcceptableSample(const Quatf& q, const Vector3f& m)
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63 {
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64 switch (SampleCount)
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65 {
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66 // Initial sample is always acceptable
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67 case 0:
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68 return true;
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69 break;
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70 case 1:
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71 return (q.DistanceSq(QuatSamples[0]) > MinQuatDistanceSq)&&
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72 ((m - MagSamples[0]).LengthSq() > MinMagDistanceSq);
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73 break;
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74 case 2:
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75 return (q.DistanceSq(QuatSamples[0]) > MinQuatDistanceSq)&&
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76 (q.DistanceSq(QuatSamples[1]) > MinQuatDistanceSq)&&
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77 ((m - MagSamples[0]).LengthSq() > MinMagDistanceSq)&&
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78 ((m - MagSamples[1]).LengthSq() > MinMagDistanceSq);
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79 break;
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80 case 3:
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81 return (q.DistanceSq(QuatSamples[0]) > MinQuatDistanceSq)&&
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82 (q.DistanceSq(QuatSamples[1]) > MinQuatDistanceSq)&&
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83 (q.DistanceSq(QuatSamples[2]) > MinQuatDistanceSq)&&
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84 ((PointToPlaneDistance(MagSamples[0],MagSamples[1],MagSamples[2],m) > MinMagDistance)||
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85 (PointToPlaneDistance(MagSamples[1],MagSamples[2],m,MagSamples[0]) > MinMagDistance)||
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86 (PointToPlaneDistance(MagSamples[2],m,MagSamples[0],MagSamples[1]) > MinMagDistance)||
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87 (PointToPlaneDistance(m,MagSamples[0],MagSamples[1],MagSamples[2]) > MinMagDistance));
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88 }
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89
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90 return false;
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91 }
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92
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93
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94 bool MagCalibration::InsertIfAcceptable(const Quatf& q, const Vector3f& m)
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95 {
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96 // Update some statistics
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97 if (m.x < MinMagValues.x)
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98 MinMagValues.x = m.x;
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99 if (m.y < MinMagValues.y)
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100 MinMagValues.y = m.y;
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101 if (m.z < MinMagValues.z)
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102 MinMagValues.z = m.z;
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103 if (m.x > MaxMagValues.x)
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104 MaxMagValues.x = m.x;
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105 if (m.y > MaxMagValues.y)
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106 MaxMagValues.y = m.y;
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107 if (m.z > MaxMagValues.z)
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108 MaxMagValues.z = m.z;
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109 if (q.x < MinQuatValues.x)
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110 MinQuatValues.x = q.x;
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111 if (q.y < MinQuatValues.y)
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112 MinQuatValues.y = q.y;
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113 if (q.z < MinQuatValues.z)
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114 MinQuatValues.z = q.z;
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115 if (q.w < MinQuatValues.w)
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116 MinQuatValues.w = q.w;
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117 if (q.x > MaxQuatValues.x)
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118 MaxQuatValues.x = q.x;
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119 if (q.y > MaxQuatValues.y)
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120 MaxQuatValues.y = q.y;
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121 if (q.z > MaxQuatValues.z)
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122 MaxQuatValues.z = q.z;
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123 if (q.w > MaxQuatValues.w)
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124 MaxQuatValues.w = q.w;
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125 MagSpread = MaxMagValues - MinMagValues;
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126 QuatSpread = MaxQuatValues - MinQuatValues;
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127
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128 if (IsAcceptableSample(q, m))
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129 {
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130 MagSamples[SampleCount] = m;
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131 QuatSamples[SampleCount] = q;
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132 SampleCount++;
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133 return true;
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134 }
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135
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136 return false;
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137 }
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138
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139 Matrix4f MagCalibration::GetMagCalibration() const
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140 {
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141 Matrix4f calMat = Matrix4f();
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142 calMat.M[0][3] = -MagCenter.x;
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143 calMat.M[1][3] = -MagCenter.y;
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144 calMat.M[2][3] = -MagCenter.z;
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145 return calMat;
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146 }
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147
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148 bool MagCalibration::SetCalibration(SensorFusion& sf)
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149 {
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150 if (SampleCount < 4)
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151 return false;
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152
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153 MagCenter = CalculateSphereCenter(MagSamples[0],MagSamples[1],MagSamples[2],MagSamples[3]);
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154 Matrix4f calMat = GetMagCalibration();
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155 sf.SetMagCalibration(calMat);
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156 Stat = Mag_Calibrated;
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157 //LogText("MagCenter: %f %f %f\n",MagCenter.x,MagCenter.y,MagCenter.z);
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158
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159 return true;
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160 }
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161
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162
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163 // Calculate the center of a sphere that passes through p1, p2, p3, p4
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164 Vector3f MagCalibration::CalculateSphereCenter(const Vector3f& p1, const Vector3f& p2,
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165 const Vector3f& p3, const Vector3f& p4)
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166 {
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167 Matrix4f A;
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168 int i;
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169 Vector3f p[4];
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170 p[0] = p1;
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171 p[1] = p2;
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172 p[2] = p3;
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173 p[3] = p4;
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174
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175 for (i = 0; i < 4; i++)
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176 {
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177 A.M[i][0] = p[i].x;
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178 A.M[i][1] = p[i].y;
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179 A.M[i][2] = p[i].z;
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180 A.M[i][3] = 1.0f;
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181 }
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182 float m11 = A.Determinant();
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183 OVR_ASSERT(m11 != 0.0f);
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184
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185 for (i = 0; i < 4; i++)
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186 {
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187 A.M[i][0] = p[i].x*p[i].x + p[i].y*p[i].y + p[i].z*p[i].z;
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188 A.M[i][1] = p[i].y;
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189 A.M[i][2] = p[i].z;
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190 A.M[i][3] = 1.0f;
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191 }
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192 float m12 = A.Determinant();
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193
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194 for (i = 0; i < 4; i++)
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195 {
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196 A.M[i][0] = p[i].x*p[i].x + p[i].y*p[i].y + p[i].z*p[i].z;
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197 A.M[i][1] = p[i].x;
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198 A.M[i][2] = p[i].z;
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199 A.M[i][3] = 1.0f;
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200 }
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201 float m13 = A.Determinant();
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202
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203 for (i = 0; i < 4; i++)
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204 {
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205 A.M[i][0] = p[i].x*p[i].x + p[i].y*p[i].y + p[i].z*p[i].z;
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206 A.M[i][1] = p[i].x;
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207 A.M[i][2] = p[i].y;
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208 A.M[i][3] = 1.0f;
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209 }
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210 float m14 = A.Determinant();
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211
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212 float c = 0.5f / m11;
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213 return Vector3f(c*m12, -c*m13, c*m14);
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214 }
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215
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216 // Distance from p4 to the nearest point on a plane through p1, p2, p3
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217 float MagCalibration::PointToPlaneDistance(const Vector3f& p1, const Vector3f& p2,
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218 const Vector3f& p3, const Vector3f& p4)
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219 {
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220 Vector3f v1 = p1 - p2;
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221 Vector3f v2 = p1 - p3;
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222 Vector3f planeNormal = v1.Cross(v2);
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223 planeNormal.Normalize();
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224 return (fabs((planeNormal * p4) - planeNormal * p1));
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225 }
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226
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227 }}
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