Beispiel #1
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">
        /// Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            graphics.GraphicsDevice.Clear(Color.CornflowerBlue);

            // Draw the background.
            // Start building the sprite.
            spriteBatch.Begin(SpriteBlendMode.AlphaBlend);
            // Draw the background.
            spriteBatch.Draw(background, mainFrame, Color.White);
            // End building the sprite.
            spriteBatch.End();

            cubeEffect.Begin();
            if (algorithm == 0)         //Complementary filter
            {
                double[] anglesFiltered = new double[3];

                anglesFiltered[0] = filter.getFilteredAngles()[0, 0];
                anglesFiltered[1] = filter.getFilteredAngles()[1, 0];
                anglesFiltered[2] = filter.getFilteredAngles()[2, 0];
                MatrixLibrary.Matrix anglesMatrix = new MatrixLibrary.Matrix(3, 1);
                anglesMatrix[0, 0] = anglesFiltered[0];
                anglesMatrix[1, 0] = anglesFiltered[1];
                anglesMatrix[2, 0] = anglesFiltered[2];
                MatrixLibrary.Matrix q = MyQuaternion.getQuaternionFromAngles(anglesMatrix);
                worldMatrix = Matrix.CreateFromQuaternion(AuxFrame * new Quaternion((float)q[1, 0], -(float)q[2, 0], (float)q[3, 0], -(float)q[0, 0]));
                //worldMatrix = Matrix.CreateFromYawPitchRoll((float)(anglesFiltered[1] * Math.PI / 180), -(float)(anglesFiltered[0] * Math.PI / 180), -(float)(anglesFiltered[2] * Math.PI / 180));
            }
            else
            {
                float q1 = (float)filter.getFilteredQuaternions()[1, 0];
                float q2 = (float)filter.getFilteredQuaternions()[2, 0];
                float q3 = (float)filter.getFilteredQuaternions()[3, 0];
                float q0 = (float)filter.getFilteredQuaternions()[0, 0];
                if (trend)
                {
                    plotForm.AddDataToGraph(q0, q1, q2, q3);
                }
                worldMatrix = Matrix.CreateFromQuaternion(AuxFrame * new Quaternion(q1, q2, q3, q0));
            }

            cubeEffect.World = worldMatrix;
            foreach (EffectPass pass in cubeEffect.CurrentTechnique.Passes)
            {
                pass.Begin();
                cubeEffect.Texture = cube.shapeTexture;
                cube.RenderShape(GraphicsDevice);
                pass.End();
            }
            cubeEffect.End();
            base.Draw(gameTime);
        }
Beispiel #2
0
        protected MatrixLibrary.Matrix magneticCompensation(MyQuaternion q, double m_x, double m_y, double m_z)
        {
            MatrixLibrary.Matrix h = new MatrixLibrary.Matrix(4, 1);
            MatrixLibrary.Matrix temp;
            //compute the direction of the magnetic field
            MatrixLibrary.Matrix quaternion           = q.getQuaternionAsVector();
            MatrixLibrary.Matrix quaternion_conjugate = q.getConjugate();

            //magnetic field compensation
            temp = MyQuaternion.quaternionProduct(quaternion, new MyQuaternion(0.0, m_x, m_y, m_z).getQuaternionAsVector());
            h    = MyQuaternion.quaternionProduct(temp, quaternion_conjugate);
            double bx = Math.Sqrt((h[1, 0] * h[1, 0] + h[2, 0] * h[2, 0]));
            double bz = h[3, 0];

            double norm = Math.Sqrt(bx * bx + bz * bz);

            bx /= norm;
            bz /= norm;
            MatrixLibrary.Matrix result = new MatrixLibrary.Matrix(3, 1);
            result[0, 0] = bx;
            result[1, 0] = 0;
            result[2, 0] = bz;
            return(result);
        }
Beispiel #3
0
 public static MatrixLibrary.Matrix quaternionProduct(MyQuaternion q_a, MyQuaternion q_b)
 {
     MatrixLibrary.Matrix v1 = q_a.getQuaternionAsVector();
     MatrixLibrary.Matrix v2 = q_b.getQuaternionAsVector();
     return(quaternionProduct(v1, v2));
 }
Beispiel #4
0
        public override void filterStep(double w_x, double w_y, double w_z, double a_x, double a_y, double a_z, double m_x, double m_y, double m_z)
        {
            double norm;
            Matrix temp;//=new Matrix(4,4);
            Matrix dq = new Matrix(4, 1);
            double mu;
            double k;

            // normalise the accelerometer measurement
            norm = Math.Sqrt(a_x * a_x + a_y * a_y + a_z * a_z);
            a_x /= norm;
            a_y /= norm;
            a_z /= norm;

            // normalise the magnetometer measurement
            norm = Math.Sqrt(m_x * m_x + m_y * m_y + m_z * m_z);
            m_x /= norm;
            m_y /= norm;
            m_z /= norm;

            if (AccObservX.Count < 10)
            {
                AccObservX.Add(a_x);
                AccObservY.Add(a_y);
                AccObservZ.Add(a_z);
            }
            else
            {
                AccObservX.RemoveAt(0);
                AccObservY.RemoveAt(0);
                AccObservZ.RemoveAt(0);

                AccObservX.Add(a_x);
                AccObservY.Add(a_y);
                AccObservZ.Add(a_z);
            }
            if (MagnObservX.Count < 10)
            {
                MagnObservX.Add(m_x);
                MagnObservY.Add(m_y);
                MagnObservZ.Add(m_z);
            }
            else
            {
                MagnObservX.RemoveAt(0);
                MagnObservY.RemoveAt(0);
                MagnObservZ.RemoveAt(0);
                MagnObservX.Add(m_x);
                MagnObservY.Add(m_y);
                MagnObservZ.Add(m_z);

                //Filter stabilization
                accFilter.Applyfilter(AccObservX, out AccFiltX);
                accFilter.Applyfilter(AccObservY, out AccFiltY);
                accFilter.Applyfilter(AccObservZ, out AccFiltZ);

                magnFilter.Applyfilter(MagnObservX, out MagnFiltX);
                magnFilter.Applyfilter(MagnObservY, out MagnFiltY);
                magnFilter.Applyfilter(MagnObservZ, out MagnFiltZ);
            }

            if (countdata > 10)
            {
                a_x = AccFiltX.Last();
                a_y = AccFiltY.Last();
                a_z = AccFiltZ.Last();

                m_x = MagnFiltX.Last();
                m_y = MagnFiltY.Last();
                m_z = MagnFiltZ.Last();

                // normalise the accelerometer measurement
                norm = Math.Sqrt(a_x * a_x + a_y * a_y + a_z * a_z);
                a_x /= norm;
                a_y /= norm;
                a_z /= norm;


                // normalise the magnetometer measurement
                norm = Math.Sqrt(m_x * m_x + m_y * m_y + m_z * m_z);
                m_x /= norm;
                m_y /= norm;
                m_z /= norm;
            }



            countdata++;

            w_x = w_x - gyroOffRoll;
            w_y = -w_y + gyroOffPitch;
            w_z = w_z - gyroOffYaw;

            w_x = w_x * Math.PI / 180;
            w_y = w_y * Math.PI / 180;
            w_z = w_z * Math.PI / 180;


            if (this.obsMethod == 0)
            {
                dq             = 0.5 * (MyQuaternion.quaternionProduct(state_observed, new MyQuaternion(0.0, w_x, w_y, w_z).getQuaternionAsVector()));
                norm           = Math.Sqrt(dq[0, 0] * dq[0, 0] + dq[1, 0] * dq[1, 0] + dq[2, 0] * dq[2, 0] + dq[3, 0] * dq[3, 0]);
                mu             = 10 * norm * dt;
                state_observed = GradientDescent(a_x, a_y, a_z, m_x, m_y, m_z, mu, state_filtered);
            }
            else
            {
                state_observed = gaussNewtonMethod(a_x, a_y, a_z, m_x, m_y, m_z, state_filtered);
            }

            //KALMAN FILTERING

            //F matrix computing
            F[0, 0] = 1;
            F[0, 1] = -dt / 2 * w_x;
            F[0, 2] = -dt / 2 * w_y;
            F[0, 3] = -dt / 2 * w_z;
            F[1, 0] = dt / 2 * w_x;
            F[1, 1] = 1;
            F[1, 2] = dt / 2 * w_z;
            F[1, 3] = -dt / 2 * w_y;
            F[2, 0] = dt / 2 * w_y;
            F[2, 1] = -dt / 2 * w_z;
            F[2, 2] = 1;
            F[2, 3] = dt / 2 * w_x;
            F[3, 0] = dt / 2 * w_z;
            F[3, 1] = dt / 2 * w_y;
            F[3, 2] = -dt / 2 * w_x;
            F[3, 3] = 1;

            //state prediction
            state_predicted = Matrix.Multiply(F, state_filtered);

            //calculate the variance of the prediction
            P_predicted = Matrix.Multiply(F, P_Update);
            P_predicted = Matrix.Multiply(P_predicted, Matrix.Transpose(F)) + Q;

            //compute the gain of the filter K
            temp = Matrix.Add(Matrix.Multiply(Matrix.Multiply(H, P_predicted), Matrix.Transpose(H)), R);
            temp = Matrix.Inverse(temp);
            K    = Matrix.Multiply(Matrix.Multiply(P_predicted, Matrix.Transpose(H)), temp);

            //update the state of the system (this is the output of the filter)
            temp           = Matrix.Subtract(state_observed, Matrix.Multiply(H, state_predicted));
            state_filtered = Matrix.Add(state_predicted, Matrix.Multiply(K, temp));

            //compute the variance of the state filtered
            temp     = Matrix.Subtract((new Matrix(Matrix.Identity(4))), Matrix.Multiply(K, H));
            P_Update = Matrix.Multiply(temp, P_predicted);

            norm           = Math.Sqrt(state_filtered[0, 0] * state_filtered[0, 0] + state_filtered[1, 0] * state_filtered[1, 0] + state_filtered[2, 0] * state_filtered[2, 0] + state_filtered[3, 0] * state_filtered[3, 0]);
            state_filtered = Matrix.ScalarDivide(norm, state_filtered);
            q_filt1        = state_filtered[0, 0];
            q_filt2        = state_filtered[1, 0];
            q_filt3        = state_filtered[2, 0];
            q_filt4        = state_filtered[3, 0];
        }
Beispiel #5
0
        protected MatrixLibrary.Matrix GradientDescent(double a_x, double a_y, double a_z, double m_x, double m_y, double m_z, double mu, MatrixLibrary.Matrix qObserv)
        {
            int    i = 0;
            double q1, q2, q3, q4;

            MatrixLibrary.Matrix f_obb = new MatrixLibrary.Matrix(6, 1);
            MatrixLibrary.Matrix Jacobian = new MatrixLibrary.Matrix(6, 4);
            MatrixLibrary.Matrix Df = new MatrixLibrary.Matrix(4, 1);
            double norm;
            double bx, bz, by;

            MatrixLibrary.Matrix result = new MatrixLibrary.Matrix(4, 1);

            q1 = qObserv[0, 0];
            q2 = qObserv[1, 0];
            q3 = qObserv[2, 0];
            q4 = qObserv[3, 0];

            //Magnetometer Calibration values
            m_x = m_x * magnSFX + magnOffX;
            m_y = m_y * magnSFY + magnOffY;
            m_z = m_z * magnSFZ + magnOffZ;

            norm = Math.Sqrt(m_x * m_x + m_y * m_y + m_z * m_z);
            m_x /= norm;
            m_y /= norm;
            m_z /= norm;

            while (i < 10)
            {
                //compute the direction of the magnetic field
                MatrixLibrary.Matrix quaternion = new MyQuaternion(q1, q2, q3, q4).getQuaternionAsVector();
                MatrixLibrary.Matrix bRif       = magneticCompensation(new MyQuaternion(q1, q2, q3, q4), m_x, m_y, m_z);
                bx = bRif[0, 0];
                by = bRif[1, 0];
                bz = bRif[2, 0];


                //compute the objective functions
                f_obb[0, 0] = 2 * (q2 * q4 - q1 * q3) - a_x;
                f_obb[1, 0] = 2 * (q1 * q2 + q3 * q4) - a_y;
                f_obb[2, 0] = 2 * (0.5 - q2 * q2 - q3 * q3) - a_z;
                f_obb[3, 0] = 2 * bx * (0.5 - q3 * q3 - q4 * q4) + 2 * by * (q1 * q4 + q2 * q3) + 2 * bz * (q2 * q4 - q1 * q3) - m_x;
                f_obb[4, 0] = 2 * bx * (q2 * q3 - q1 * q4) + 2 * by * (0.5 - q2 * q2 - q4 * q4) + 2 * bz * (q1 * q2 + q3 * q4) - m_y;
                f_obb[5, 0] = 2 * bx * (q1 * q3 + q2 * q4) + 2 * by * (q3 * q4 - q1 * q2) + 2 * bz * (0.5 - q2 * q2 - q3 * q3) - m_z;

                //compute the jacobian
                Jacobian[0, 0] = -2 * q3;
                Jacobian[0, 1] = 2 * q4;
                Jacobian[0, 2] = -2 * q1;
                Jacobian[0, 3] = 2 * q2;
                Jacobian[1, 0] = 2 * q2;
                Jacobian[1, 1] = 2 * q1;
                Jacobian[1, 2] = 2 * q4;
                Jacobian[1, 3] = 2 * q3;
                Jacobian[2, 0] = 0;
                Jacobian[2, 1] = -4 * q2;
                Jacobian[2, 2] = -4 * q3;
                Jacobian[2, 3] = 0;

                Jacobian[3, 0] = 2 * by * q4 - 2 * bz * q3;
                Jacobian[3, 1] = 2 * by * q3 + 2 * bz * q4;
                Jacobian[3, 2] = -4 * bx * q3 + 2 * by * q2 - 2 * bz * q1;
                Jacobian[3, 3] = -4 * bx * q4 + 2 * by * q1 + 2 * bz * q2;
                Jacobian[4, 0] = -2 * bx * q4 + 2 * bz * q2;
                Jacobian[4, 1] = 2 * bx * q3 - 4 * by * q2 + 2 * bz * q1;
                Jacobian[4, 2] = 2 * bx * q2 + 2 * bz * q4;
                Jacobian[4, 3] = -2 * bx * q1 - 4 * by * q4 + 2 * bz * q3;
                Jacobian[5, 0] = 2 * bx * q3 - 2 * by * q2;
                Jacobian[5, 1] = 2 * bx * q4 - 2 * by * q1 - 4 * bz * q2;
                Jacobian[5, 2] = 2 * bx * q1 + 2 * by * q4 - 4 * bz * q3;
                Jacobian[5, 3] = 2 * bx * q2 + 2 * by * q3;

                Df   = MatrixLibrary.Matrix.Multiply(MatrixLibrary.Matrix.Transpose(Jacobian), f_obb);
                norm = Math.Sqrt(Df[0, 0] * Df[0, 0] + Df[1, 0] * Df[1, 0] + Df[2, 0] * Df[2, 0] + Df[3, 0] * Df[3, 0]);
                Df   = MatrixLibrary.Matrix.ScalarDivide(norm, Df);

                result = quaternion - mu * Df;

                q1 = result[0, 0];
                q2 = result[1, 0];
                q3 = result[2, 0];
                q4 = result[3, 0];

                norm   = Math.Sqrt(q1 * q1 + q2 * q2 + q3 * q3 + q4 * q4);
                result = MatrixLibrary.Matrix.ScalarDivide(norm, result);

                q1 = result[0, 0];
                q2 = result[1, 0];
                q3 = result[2, 0];
                q4 = result[3, 0];

                i = i + 1;
            }

            return(result);
        }
Beispiel #6
0
        protected MatrixLibrary.Matrix gaussNewtonMethod(double a_x, double a_y, double a_z, double m_x, double m_y, double m_z, MatrixLibrary.Matrix qObserv)
        {
            double norm;

            MatrixLibrary.Matrix n        = new MatrixLibrary.Matrix(4, 1);
            MatrixLibrary.Matrix bRif     = new MatrixLibrary.Matrix(3, 1);
            MatrixLibrary.Matrix jacobian = new MatrixLibrary.Matrix(6, 4);
            MatrixLibrary.Matrix R        = new MatrixLibrary.Matrix(6, 6);
            MatrixLibrary.Matrix y_e      = new MatrixLibrary.Matrix(6, 1);
            MatrixLibrary.Matrix y_b      = new MatrixLibrary.Matrix(6, 1);

            double a = qObserv[1, 0];
            double b = qObserv[2, 0];
            double c = qObserv[3, 0];
            double d = qObserv[0, 0];

            int i = 0;

            MatrixLibrary.Matrix n_k = new MatrixLibrary.Matrix(4, 1);
            n_k[0, 0] = a;
            n_k[1, 0] = b;
            n_k[2, 0] = c;
            n_k[3, 0] = d;

            //Magnetometer Calibration values
            m_x = m_x * magnSFX + magnOffX;
            m_y = m_y * magnSFY + magnOffY;
            m_z = m_z * magnSFZ + magnOffZ;

            norm = Math.Sqrt(m_x * m_x + m_y * m_y + m_z * m_z);
            m_x /= norm;
            m_y /= norm;
            m_z /= norm;


            while (i < 3)
            {
                MyQuaternion q = new MyQuaternion(d, a, b, c);

                bRif = magneticCompensation(q, m_x, m_y, m_z);
                double bx = bRif[0, 0];
                double by = bRif[1, 0];
                double bz = bRif[2, 0];

                //Jacobian Computation
                double j11 = (2 * a * a_x + 2 * b * a_y + 2 * c * a_z);
                double j12 = (-2 * b * a_x + 2 * a * a_y + 2 * d * a_z);
                double j13 = (-2 * c * a_x - 2 * d * a_y + 2 * a * a_z);
                double j14 = (2 * d * a_x - 2 * c * a_y + 2 * b * a_z);

                double j21 = (2 * b * a_x - 2 * a * a_y - 2 * d * a_z);
                double j22 = (2 * a * a_x + 2 * b * a_y + 2 * c * a_z);
                double j23 = (2 * d * a_x - 2 * c * a_y + 2 * b * a_z);
                double j24 = (2 * c * a_x + 2 * d * a_y - 2 * a * a_z);

                double j31 = (2 * c * a_x + 2 * d * a_y - 2 * a * a_z);
                double j32 = (-2 * d * a_x + 2 * c * a_y - 2 * b * a_z);
                double j33 = (2 * a * a_x + 2 * b * a_y + 2 * c * a_z);
                double j34 = (-2 * b * a_x + 2 * a * a_y + 2 * d * a_z);

                double j41 = (2 * a * m_x + 2 * b * m_y + 2 * c * m_z);
                double j42 = (-2 * b * m_x + 2 * a * m_y + 2 * m_z * d);
                double j43 = (-2 * c * m_x - 2 * d * m_y + 2 * a * m_z);
                double j44 = (2 * d * m_x - 2 * c * m_y + 2 * b * m_z);

                double j51 = (2 * b * m_x - 2 * a * m_y - 2 * d * m_z);
                double j52 = (2 * a * m_x + 2 * b * m_y + 2 * c * m_z);
                double j53 = (2 * d * m_x - 2 * c * m_y + 2 * b * m_z);
                double j54 = (2 * c * m_x + 2 * d * m_y - 2 * a * m_z);

                double j61 = (2 * c * m_x + 2 * d * m_y - 2 * a * m_z);
                double j62 = (-2 * d * m_x + 2 * c * m_y - 2 * b * m_z);
                double j63 = (2 * a * m_x + 2 * b * m_y + 2 * c * m_z);
                double j64 = (-2 * b * m_x + 2 * a * m_y + 2 * d * m_z);


                jacobian[0, 0] = j11;
                jacobian[0, 1] = j12;
                jacobian[0, 2] = j13;
                jacobian[0, 3] = j14;

                jacobian[1, 0] = j21;
                jacobian[1, 1] = j22;
                jacobian[1, 2] = j23;
                jacobian[1, 3] = j24;

                jacobian[2, 0] = j31;
                jacobian[2, 1] = j32;
                jacobian[2, 2] = j33;
                jacobian[2, 3] = j34;

                jacobian[3, 0] = j41;
                jacobian[3, 1] = j42;
                jacobian[3, 2] = j43;
                jacobian[3, 3] = j44;

                jacobian[4, 0] = j51;
                jacobian[4, 1] = j52;
                jacobian[4, 2] = j53;
                jacobian[4, 3] = j54;

                jacobian[5, 0] = j61;
                jacobian[5, 1] = j62;
                jacobian[5, 2] = j63;
                jacobian[5, 3] = j64;
                jacobian       = -1 * jacobian;
                //End Jacobian Computation

                //DCM Rotation Matrix

                R[0, 0] = d * d + a * a - b * b - c * c;
                R[0, 1] = 2 * (a * b - c * d);
                R[0, 2] = 2 * (a * c + b * d);
                R[1, 0] = 2 * (a * b + c * d);
                R[1, 1] = d * d + b * b - a * a - c * c;
                R[1, 2] = 2 * (b * c - a * d);
                R[2, 0] = 2 * (a * c - b * d);
                R[2, 1] = 2 * (b * c + a * d);
                R[2, 2] = d * d + c * c - b * b - a * a;

                R[3, 3] = d * d + a * a - b * b - c * c;
                R[3, 4] = 2 * (a * b - c * d);
                R[3, 5] = 2 * (a * c + b * d);
                R[4, 3] = 2 * (a * b + c * d);
                R[4, 4] = d * d + b * b - a * a - c * c;
                R[4, 5] = 2 * (b * c - a * d);
                R[5, 3] = 2 * (a * c - b * d);
                R[5, 4] = 2 * (b * c + a * d);
                R[5, 5] = d * d + c * c - b * b - a * a;

                R[3, 0] = 0;
                R[3, 1] = 0;
                R[3, 2] = 0;
                R[4, 0] = 0;
                R[4, 1] = 0;
                R[4, 2] = 0;
                R[5, 0] = 0;
                R[5, 1] = 0;
                R[5, 2] = 0;

                R[0, 3] = 0;
                R[0, 4] = 0;
                R[0, 5] = 0;
                R[1, 3] = 0;
                R[1, 4] = 0;
                R[1, 5] = 0;
                R[2, 3] = 0;
                R[2, 4] = 0;
                R[2, 5] = 0;
                //End DCM

                //Reference Vector

                y_e[0, 0] = 0;
                y_e[1, 0] = 0;
                y_e[2, 0] = 1;
                y_e[3, 0] = bx;
                y_e[4, 0] = by;
                y_e[5, 0] = bz;
                //Body frame Vector

                y_b[0, 0] = a_x;
                y_b[1, 0] = a_y;
                y_b[2, 0] = a_z;
                y_b[3, 0] = m_x;
                y_b[4, 0] = m_y;
                y_b[5, 0] = m_z;

                //Gauss Newton Step
                n = n_k - MatrixLibrary.Matrix.Inverse((MatrixLibrary.Matrix.Transpose(jacobian) * jacobian)) * MatrixLibrary.Matrix.Transpose(jacobian) * (y_e - R * y_b);

                double normGauss = Math.Sqrt(n[0, 0] * n[0, 0] + n[1, 0] * n[1, 0] + n[2, 0] * n[2, 0] + n[3, 0] * n[3, 0]);

                n /= normGauss;
                //Console.Out.WriteLine(n + " "+ norm);

                a = n[0, 0];
                b = n[1, 0];
                c = n[2, 0];
                d = n[3, 0];

                n_k[0, 0] = a;
                n_k[1, 0] = b;
                n_k[2, 0] = c;
                n_k[3, 0] = d;

                i++;
            }
            return(new MyQuaternion(d, a, b, c).getQuaternionAsVector());
        }
Beispiel #7
0
        public override void filterStep(double w_x, double w_y, double w_z, double a_x, double a_y, double a_z, double m_x, double m_y, double m_z)
        {
            // normalise the accelerometer measurement
            double norm = Math.Sqrt(a_x * a_x + a_y * a_y + a_z * a_z);

            a_x /= norm;
            a_y /= norm;
            a_z /= norm;

            // normalise the magnetometer measurement
            norm = Math.Sqrt(m_x * m_x + m_y * m_y + m_z * m_z);
            m_x /= norm;
            m_y /= norm;
            m_z /= norm;

            if (AccObservX.Count < 10)
            {
                AccObservX.Add(a_x);
                AccObservY.Add(a_y);
                AccObservZ.Add(a_z);
            }
            else
            {
                AccObservX.RemoveAt(0);
                AccObservY.RemoveAt(0);
                AccObservZ.RemoveAt(0);

                AccObservX.Add(a_x);
                AccObservY.Add(a_y);
                AccObservZ.Add(a_z);
            }
            if (MagnObservX.Count < 10)
            {
                MagnObservX.Add(m_x);
                MagnObservY.Add(m_y);
                MagnObservZ.Add(m_z);
            }
            else
            {
                MagnObservX.RemoveAt(0);
                MagnObservY.RemoveAt(0);
                MagnObservZ.RemoveAt(0);
                MagnObservX.Add(m_x);
                MagnObservY.Add(m_y);
                MagnObservZ.Add(m_z);

                //Filter stabilization
                accFilter.Applyfilter(AccObservX, out AccFiltX);
                accFilter.Applyfilter(AccObservY, out AccFiltY);
                accFilter.Applyfilter(AccObservZ, out AccFiltZ);

                magnFilter.Applyfilter(MagnObservX, out MagnFiltX);
                magnFilter.Applyfilter(MagnObservY, out MagnFiltY);
                magnFilter.Applyfilter(MagnObservZ, out MagnFiltZ);
            }

            if (step < 10)
            {
            }
            else
            {
                accFilter.Applyfilter(AccObservX, out AccFiltX);
                accFilter.Applyfilter(AccObservY, out AccFiltY);
                accFilter.Applyfilter(AccObservZ, out AccFiltZ);

                magnFilter.Applyfilter(MagnObservX, out MagnFiltX);
                magnFilter.Applyfilter(MagnObservY, out MagnFiltY);
                magnFilter.Applyfilter(MagnObservZ, out MagnFiltZ);

                a_x = AccFiltX.Last();
                a_y = AccFiltY.Last();
                a_z = AccFiltZ.Last();

                m_x = MagnFiltX.Last();
                m_y = MagnFiltY.Last();
                m_z = MagnFiltZ.Last();

                //Magnetometer Calibration values
                //m_x =m_x*1.2+ 0.3;
                //m_y = m_y*1.1+0.04;
                //m_z += -0.08;

                double normA = Math.Sqrt(a_x * a_x + a_y * a_y + a_z * a_z);
                double normM = Math.Sqrt(m_x * m_x + m_y * m_y + m_z * m_z);

                a_x /= normA;
                a_y /= normA;
                a_z /= normA;

                m_x /= normM;
                m_y /= normM;
                m_z /= normM;

                w_x = (w_x - gyroOffRoll) * Math.PI / 180;
                w_y = (-w_y + gyroOffPitch) * Math.PI / 180;
                w_z = (w_z - gyroOffYaw) * Math.PI / 180;

                MatrixLibrary.Matrix dq = 0.5 * (MyQuaternion.quaternionProduct(qFilt, new MyQuaternion(0, w_x, w_y, w_z).getQuaternionAsVector()));
                qGyroFilt = qFilt + dq * dt;

                norm       = Math.Sqrt(qGyroFilt[0, 0] * qGyroFilt[0, 0] + qGyroFilt[1, 0] * qGyroFilt[1, 0] + qGyroFilt[2, 0] * qGyroFilt[2, 0] + qGyroFilt[3, 0] * qGyroFilt[3, 0]);
                qGyroFilt /= norm;

                double dqNorm = Math.Sqrt(dq[0, 0] * dq[0, 0] + dq[1, 0] * dq[1, 0] + dq[2, 0] * dq[2, 0] + dq[3, 0] * dq[3, 0]);

                double mu = 10 * dqNorm * dt;
                if (this.obsMethod == 0)
                {
                    qObserv = GradientDescent(a_x, a_y, a_z, m_x, m_y, m_z, mu, qFilt);
                }
                else
                {
                    qObserv = gaussNewtonMethod(a_x, a_y, a_z, m_x, m_y, m_z, qFilt);
                }

                qFilt  = qGyroFilt * k + qObserv * (1 - k);
                norm   = Math.Sqrt(qFilt[0, 0] * qFilt[0, 0] + qFilt[1, 0] * qFilt[1, 0] + qFilt[2, 0] * qFilt[2, 0] + qFilt[3, 0] * qFilt[3, 0]);
                qFilt /= norm;
            }

            step++;
        }