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259 lines (221 loc) · 7.88 KB
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#include "KalmanFilter.h"
namespace {
// ---------------------------------------------------------------------
// Bu anonim ad alani (anonymous namespace), Kalman Filtresi denklemlerini
// (predict/update) okunakli tutmak icin gereken kucuk, sabit boyutlu
// matris islemlerini (carpim, toplam, transpoze, 2x2 tersini alma)
// icerir. Genel amacli bir lineer cebir kutuphanesi degildir; sadece bu
// filtrenin 4x4 / 2x2 / 2x4 boyutlarina ozeldir.
// ---------------------------------------------------------------------
using Matrix4x4 = KalmanFilter::Matrix4x4;
using Matrix2x4 = KalmanFilter::Matrix2x4;
using Matrix4x2 = KalmanFilter::Matrix4x2;
using Matrix2x2 = KalmanFilter::Matrix2x2;
using Vector4 = KalmanFilter::Vector4;
using Vector2 = KalmanFilter::Vector2;
Matrix4x4 multiply(const Matrix4x4& A, const Matrix4x4& B) {
Matrix4x4 result{};
for (int i = 0; i < 4; ++i)
for (int j = 0; j < 4; ++j) {
double sum = 0.0;
for (int k = 0; k < 4; ++k) sum += A[i][k] * B[k][j];
result[i][j] = sum;
}
return result;
}
Vector4 multiply(const Matrix4x4& A, const Vector4& v) {
Vector4 result{};
for (int i = 0; i < 4; ++i) {
double sum = 0.0;
for (int k = 0; k < 4; ++k) sum += A[i][k] * v[k];
result[i] = sum;
}
return result;
}
Matrix4x4 transpose(const Matrix4x4& A) {
Matrix4x4 result{};
for (int i = 0; i < 4; ++i)
for (int j = 0; j < 4; ++j) result[j][i] = A[i][j];
return result;
}
Matrix4x4 add(const Matrix4x4& A, const Matrix4x4& B) {
Matrix4x4 result{};
for (int i = 0; i < 4; ++i)
for (int j = 0; j < 4; ++j) result[i][j] = A[i][j] + B[i][j];
return result;
}
Matrix4x2 transposeH(const Matrix2x4& H) {
Matrix4x2 result{};
for (int i = 0; i < 2; ++i)
for (int j = 0; j < 4; ++j) result[j][i] = H[i][j];
return result;
}
// H (2x4) * P (4x4) -> (2x4)
Matrix2x4 multiplyHP(const Matrix2x4& H, const Matrix4x4& P) {
Matrix2x4 result{};
for (int i = 0; i < 2; ++i)
for (int j = 0; j < 4; ++j) {
double sum = 0.0;
for (int k = 0; k < 4; ++k) sum += H[i][k] * P[k][j];
result[i][j] = sum;
}
return result;
}
// (H*P) (2x4) * H^T (4x2) -> (2x2)
Matrix2x2 multiplyHP_Ht(const Matrix2x4& HP, const Matrix4x2& Ht) {
Matrix2x2 result{};
for (int i = 0; i < 2; ++i)
for (int j = 0; j < 2; ++j) {
double sum = 0.0;
for (int k = 0; k < 4; ++k) sum += HP[i][k] * Ht[k][j];
result[i][j] = sum;
}
return result;
}
Matrix2x2 add(const Matrix2x2& A, const Matrix2x2& B) {
return {{{A[0][0] + B[0][0], A[0][1] + B[0][1]},
{A[1][0] + B[1][0], A[1][1] + B[1][1]}}};
}
Matrix2x2 invert2x2(const Matrix2x2& A) {
const double det = A[0][0] * A[1][1] - A[0][1] * A[1][0];
const double invDet = 1.0 / det; // V1: det'in numerik olarak 0 olmadigi varsayilir (R pozitif tanimli).
Matrix2x2 result{};
result[0][0] = A[1][1] * invDet;
result[0][1] = -A[0][1] * invDet;
result[1][0] = -A[1][0] * invDet;
result[1][1] = A[0][0] * invDet;
return result;
}
// P (4x4) * H^T (4x2) -> (4x2)
Matrix4x2 multiplyP_Ht(const Matrix4x4& P, const Matrix4x2& Ht) {
Matrix4x2 result{};
for (int i = 0; i < 4; ++i)
for (int j = 0; j < 2; ++j) {
double sum = 0.0;
for (int k = 0; k < 4; ++k) sum += P[i][k] * Ht[k][j];
result[i][j] = sum;
}
return result;
}
// (4x2) * (2x2) -> (4x2) [Kalman kazanci K = P*H^T * S^-1]
Matrix4x2 multiply(const Matrix4x2& A, const Matrix2x2& B) {
Matrix4x2 result{};
for (int i = 0; i < 4; ++i)
for (int j = 0; j < 2; ++j) {
double sum = 0.0;
for (int k = 0; k < 2; ++k) sum += A[i][k] * B[k][j];
result[i][j] = sum;
}
return result;
}
// K (4x2) * y (2x1) -> (4x1)
Vector4 multiply(const Matrix4x2& K, const Vector2& y) {
Vector4 result{};
for (int i = 0; i < 4; ++i)
result[i] = K[i][0] * y[0] + K[i][1] * y[1];
return result;
}
// K (4x2) * H (2x4) -> (4x4)
Matrix4x4 multiply(const Matrix4x2& K, const Matrix2x4& H) {
Matrix4x4 result{};
for (int i = 0; i < 4; ++i)
for (int j = 0; j < 4; ++j) {
double sum = 0.0;
for (int k = 0; k < 2; ++k) sum += K[i][k] * H[k][j];
result[i][j] = sum;
}
return result;
}
Matrix4x4 identity4x4() {
Matrix4x4 I{};
for (int i = 0; i < 4; ++i) I[i][i] = 1.0;
return I;
}
Matrix4x4 subtract(const Matrix4x4& A, const Matrix4x4& B) {
Matrix4x4 result{};
for (int i = 0; i < 4; ++i)
for (int j = 0; j < 4; ++j) result[i][j] = A[i][j] - B[i][j];
return result;
}
} // namespace
KalmanFilter::KalmanFilter(const Vector2D& initialPosition,
const Vector2D& initialVelocity,
double processNoiseStd,
double measurementNoiseStd) {
state_ = {initialPosition.x, initialPosition.y, initialVelocity.x, initialVelocity.y};
// Baslangic belirsizligi: konum icin orta duzey, hiz icin daha buyuk
// (cunku baslangic hizini gercekte tam bilmiyoruz).
P_ = {{
{measurementNoiseStd * measurementNoiseStd, 0, 0, 0},
{0, measurementNoiseStd * measurementNoiseStd, 0, 0},
{0, 0, 100.0, 0},
{0, 0, 0, 100.0}
}};
// Olcum matrisi: sadece (x, y) konumunu dogrudan olcuyoruz.
H_ = {{
{1, 0, 0, 0},
{0, 1, 0, 0}
}};
const double r = measurementNoiseStd * measurementNoiseStd;
R_ = {{{r, 0}, {0, r}}};
// Q_, predict() icinde her cagrida dt'ye gore yeniden hesaplanir
// (asagida buildProcessNoise ile), bu yuzden burada sifirla baslatiyoruz.
Q_ = {};
(void)processNoiseStd;
processNoiseStdCache_ = processNoiseStd;
}
KalmanFilter::Matrix4x4 KalmanFilter::buildStateTransition(double dt) {
Matrix4x4 F = identity4x4();
F[0][2] = dt; // x += vx * dt
F[1][3] = dt; // y += vy * dt
return F;
}
KalmanFilter::Matrix4x4 KalmanFilter::buildProcessNoise(double dt, double processNoiseStd) {
// Beyaz gurultulu ivme (white noise acceleration) modeline dayali
// klasik ayrik-zamanli surec gurultusu matrisi. x ve y eksenleri
// birbirinden bagimsiz kabul edilir (capraz terimler sifir).
const double q = processNoiseStd * processNoiseStd;
const double dt2 = dt * dt;
const double dt3 = dt2 * dt;
Matrix4x4 Q{};
// x - vx bloğu
Q[0][0] = dt3 / 3.0 * q;
Q[0][2] = dt2 / 2.0 * q;
Q[2][0] = dt2 / 2.0 * q;
Q[2][2] = dt * q;
// y - vy bloğu
Q[1][1] = dt3 / 3.0 * q;
Q[1][3] = dt2 / 2.0 * q;
Q[3][1] = dt2 / 2.0 * q;
Q[3][3] = dt * q;
return Q;
}
void KalmanFilter::predict(double dt) {
const Matrix4x4 F = buildStateTransition(dt);
const Matrix4x4 Q = buildProcessNoise(dt, processNoiseStdCache_);
// x = F * x
state_ = multiply(F, state_);
// P = F * P * F^T + Q
const Matrix4x4 FP = multiply(F, P_);
const Matrix4x4 Ft = transpose(F);
P_ = add(multiply(FP, Ft), Q);
}
void KalmanFilter::update(const Vector2D& measurement) {
const Vector2 z = {measurement.x, measurement.y};
// Innovasyon (olcum artigi): y = z - H*x
const Vector2 Hx = {state_[0], state_[1]}; // H * x, H sadece pozisyonu secer
const Vector2 y = {z[0] - Hx[0], z[1] - Hx[1]};
const Matrix4x2 Ht = transposeH(H_);
const Matrix2x4 HP = multiplyHP(H_, P_);
const Matrix2x2 S = add(multiplyHP_Ht(HP, Ht), R_);
const Matrix2x2 Sinv = invert2x2(S);
const Matrix4x2 PHt = multiplyP_Ht(P_, Ht);
const Matrix4x2 K = multiply(PHt, Sinv); // Kalman kazanci
// x = x + K*y
const Vector4 correction = multiply(K, y);
for (int i = 0; i < 4; ++i) state_[i] += correction[i];
// P = (I - K*H) * P
const Matrix4x4 KH = multiply(K, H_);
const Matrix4x4 IminusKH = subtract(identity4x4(), KH);
P_ = multiply(IminusKH, P_);
}