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import pygame | ||
from pygame.locals import * | ||
from OpenGL.GL import * | ||
from OpenGL.GLU import * | ||
import numpy as np | ||
import serial | ||
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def quaternion_to_euler(q0, q1, q2, q3): | ||
# Roll (x-axis rotation) | ||
t0 = +2.0 * (q0 * q1 + q2 * q3) | ||
t1 = +1.0 - 2.0 * (q1 * q1 + q2 * q2) | ||
roll = np.arctan2(t0, t1) * 180.0 / np.pi | ||
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# Pitch (y-axis rotation) | ||
t2 = +2.0 * (q0 * q2 - q3 * q1) | ||
t2 = np.clip(t2, -1.0, 1.0) | ||
pitch = np.arcsin(t2) * 180.0 / np.pi | ||
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# Yaw (z-axis rotation) | ||
t3 = +2.0 * (q0 * q3 + q1 * q2) | ||
t4 = +1.0 - 2.0 * (q2 * q2 + q3 * q3) | ||
yaw = np.arctan2(t3, t4) * 180.0 / np.pi | ||
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return roll, pitch, yaw | ||
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def draw_text(position, text): | ||
font = pygame.font.SysFont("Arial", 18, True) | ||
text_surface = font.render(text, True, (255, 255, 255, 255)) | ||
text_data = pygame.image.tostring(text_surface, "RGBA", True) | ||
glRasterPos3d(*position) | ||
glDrawPixels(text_surface.get_width(), text_surface.get_height(), GL_RGBA, GL_UNSIGNED_BYTE, text_data) | ||
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def draw_cube(color, scale=1.0): | ||
vertices = [ | ||
[scale, scale, scale], | ||
[-scale, scale, scale], | ||
[-scale, -scale, scale], | ||
[scale, -scale, scale], | ||
[scale, scale, -scale], | ||
[-scale, scale, -scale], | ||
[-scale, -scale, -scale], | ||
[scale, -scale, -scale] | ||
] | ||
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edges = [ | ||
(0, 1), (1, 2), (2, 3), (3, 0), # Front face | ||
(4, 5), (5, 6), (6, 7), (7, 4), # Back face | ||
(0, 4), (1, 5), (2, 6), (3, 7) # Connecting edges | ||
] | ||
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glColor3fv(color) | ||
glBegin(GL_LINES) | ||
for edge in edges: | ||
for vertex in edge: | ||
glVertex3fv(vertices[vertex]) | ||
glEnd() | ||
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def read_serial_data(port, baudrate): | ||
ser = serial.Serial(port, baudrate=baudrate, timeout=1) | ||
pygame.init() | ||
display = (800, 600) | ||
pygame.display.set_mode(display, DOUBLEBUF | OPENGL) | ||
gluPerspective(45, (display[0] / display[1]), 0.1, 50.0) | ||
glTranslatef(0.0, 0.0, -5) | ||
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while True: | ||
for event in pygame.event.get(): | ||
if event.type == pygame.QUIT: | ||
pygame.quit() | ||
ser.close() | ||
quit() | ||
ser.flushInput() | ||
line = ser.readline() | ||
line = line.decode("utf-8") # Decode byte string into Unicode | ||
line = line.rstrip() # Strip \n and \r from string | ||
print(line) | ||
if line: | ||
try: | ||
data = line.split(',') | ||
# print(len(data)) | ||
if data[0] == 'head' and len(data) == 9: | ||
q0 = float(data[1]) | ||
q1 = float(data[2]) | ||
q2 = float(data[3]) | ||
q3 = float(data[4]) | ||
accuracy = int(data[5]) | ||
roll_in = float(data[6]) | ||
pitch_in = float(data[7]) | ||
yaw_in = float(data[8]) | ||
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roll_comp, pitch_comp, yaw_comp = quaternion_to_euler(q0, q1, q2, q3) | ||
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roll_diff = roll_in - roll_comp | ||
pitch_diff = pitch_in - pitch_comp | ||
yaw_diff = yaw_in - yaw_comp | ||
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print(f"Received: roll={roll_in}, pitch={pitch_in}, yaw={yaw_in}") | ||
print(f"Computed: roll={roll_comp}, pitch={pitch_comp}, yaw={yaw_comp}") | ||
print(f"Differences: roll_diff={roll_diff}, pitch_diff={pitch_diff}, yaw_diff={yaw_diff}") | ||
print() | ||
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) | ||
# roll_in = roll_in * np.pi/180.0 | ||
# roll_comp = roll_comp * np.pi/180.0 | ||
# pitch_in = pitch_in * np.pi/180.0 | ||
# pitch_comp = pitch_comp * np.pi/180.0 | ||
# yaw_in = yaw_in * np.pi/180.0 | ||
# yaw_comp = yaw_comp * np.pi/180.0 | ||
# Draw received orientation | ||
# Draw received orientation | ||
# Draw received orientation | ||
glPushMatrix() | ||
glTranslatef(-1, 0, 0) | ||
glRotatef(roll_in, 1, 0, 0) | ||
glRotatef(pitch_in, 0, 1, 0) | ||
glRotatef(yaw_in, 0, 0, 1) | ||
draw_cube((1, 0, 0), scale=0.5) # Red cube for received orientation | ||
glPopMatrix() | ||
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# Draw computed orientation | ||
glPushMatrix() | ||
glTranslatef(1, 0, 0) | ||
glRotatef(roll_comp, 1, 0, 0) | ||
glRotatef(pitch_comp, 0, 1, 0) | ||
glRotatef(yaw_comp, 0, 0, 1) | ||
draw_cube((0, 0, 1), scale=0.5) # Blue cube for computed orientation | ||
glPopMatrix() | ||
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# Draw text labels | ||
glColor3fv((1, 1, 1)) # White color for text | ||
draw_text((-3, 2, 0), "Received Orientation") | ||
draw_text((3, 2, 0), "Computed Orientation") | ||
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pygame.display.flip() | ||
except ValueError as e: | ||
print(f"Error parsing data: {e}") | ||
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if __name__ == "__main__": | ||
read_serial_data('COM6', 921600) # Replace 'COM6' with your actual serial port |