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authorMelanie2012-12-21 22:13:41 +0000
committerMelanie2012-12-21 22:13:41 +0000
commit569f39e1242044a46693926c31d86fff6b4b228c (patch)
tree69fb5c2b0ce512336680b48bbf89bb42bb8f5b88 /OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs
parentMerge branch 'avination' into careminster (diff)
parentBulletSim: small fix to avatar movement motor use which keeps avatar from fly... (diff)
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Merge branch 'master' into careminster
Diffstat (limited to '')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSMotors.cs193
1 files changed, 150 insertions, 43 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs
index e0faf4e..34a87c6 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs
@@ -29,13 +29,14 @@ using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Text; 30using System.Text;
31using OpenMetaverse; 31using OpenMetaverse;
32using OpenSim.Framework;
32 33
33namespace OpenSim.Region.Physics.BulletSPlugin 34namespace OpenSim.Region.Physics.BulletSPlugin
34{ 35{
35public abstract class BSMotor 36public abstract class BSMotor
36{ 37{
37 // Timescales and other things can be turned off by setting them to 'infinite'. 38 // Timescales and other things can be turned off by setting them to 'infinite'.
38 public const float Infinite = 12345f; 39 public const float Infinite = 12345.6f;
39 public readonly static Vector3 InfiniteVector = new Vector3(BSMotor.Infinite, BSMotor.Infinite, BSMotor.Infinite); 40 public readonly static Vector3 InfiniteVector = new Vector3(BSMotor.Infinite, BSMotor.Infinite, BSMotor.Infinite);
40 41
41 public BSMotor(string useName) 42 public BSMotor(string useName)
@@ -45,6 +46,7 @@ public abstract class BSMotor
45 } 46 }
46 public virtual void Reset() { } 47 public virtual void Reset() { }
47 public virtual void Zero() { } 48 public virtual void Zero() { }
49 public virtual void GenerateTestOutput(float timeStep) { }
48 50
49 // A name passed at motor creation for easily identifyable debugging messages. 51 // A name passed at motor creation for easily identifyable debugging messages.
50 public string UseName { get; private set; } 52 public string UseName { get; private set; }
@@ -62,12 +64,16 @@ public abstract class BSMotor
62 } 64 }
63 } 65 }
64} 66}
65// Can all the incremental stepping be replaced with motor classes?
66 67
67// Motor which moves CurrentValue to TargetValue over TimeScale seconds. 68// Motor which moves CurrentValue to TargetValue over TimeScale seconds.
68// The TargetValue decays in TargetValueDecayTimeScale and 69// The TargetValue decays in TargetValueDecayTimeScale and
69// the CurrentValue will be held back by FrictionTimeScale. 70// the CurrentValue will be held back by FrictionTimeScale.
70// TimeScale and TargetDelayTimeScale may be 'infinite' which means go decay. 71// This motor will "zero itself" over time in that the targetValue will
72// decay to zero and the currentValue will follow it to that zero.
73// The overall effect is for the returned correction value to go from large
74// values (the total difference between current and target minus friction)
75// to small and eventually zero values.
76// TimeScale and TargetDelayTimeScale may be 'infinite' which means no decay.
71 77
72// For instance, if something is moving at speed X and the desired speed is Y, 78// For instance, if something is moving at speed X and the desired speed is Y,
73// CurrentValue is X and TargetValue is Y. As the motor is stepped, new 79// CurrentValue is X and TargetValue is Y. As the motor is stepped, new
@@ -81,13 +87,16 @@ public class BSVMotor : BSMotor
81 // public Vector3 FrameOfReference { get; set; } 87 // public Vector3 FrameOfReference { get; set; }
82 // public Vector3 Offset { get; set; } 88 // public Vector3 Offset { get; set; }
83 89
84 public float TimeScale { get; set; } 90 public virtual float TimeScale { get; set; }
85 public float TargetValueDecayTimeScale { get; set; } 91 public virtual float TargetValueDecayTimeScale { get; set; }
86 public Vector3 FrictionTimescale { get; set; } 92 public virtual Vector3 FrictionTimescale { get; set; }
87 public float Efficiency { get; set; } 93 public virtual float Efficiency { get; set; }
94
95 public virtual float ErrorZeroThreshold { get; set; }
88 96
89 public Vector3 TargetValue { get; private set; } 97 public virtual Vector3 TargetValue { get; protected set; }
90 public Vector3 CurrentValue { get; private set; } 98 public virtual Vector3 CurrentValue { get; protected set; }
99 public virtual Vector3 LastError { get; protected set; }
91 100
92 public BSVMotor(string useName) 101 public BSVMotor(string useName)
93 : base(useName) 102 : base(useName)
@@ -96,6 +105,7 @@ public class BSVMotor : BSMotor
96 Efficiency = 1f; 105 Efficiency = 1f;
97 FrictionTimescale = BSMotor.InfiniteVector; 106 FrictionTimescale = BSMotor.InfiniteVector;
98 CurrentValue = TargetValue = Vector3.Zero; 107 CurrentValue = TargetValue = Vector3.Zero;
108 ErrorZeroThreshold = 0.01f;
99 } 109 }
100 public BSVMotor(string useName, float timeScale, float decayTimeScale, Vector3 frictionTimeScale, float efficiency) 110 public BSVMotor(string useName, float timeScale, float decayTimeScale, Vector3 frictionTimeScale, float efficiency)
101 : this(useName) 111 : this(useName)
@@ -114,25 +124,25 @@ public class BSVMotor : BSMotor
114 { 124 {
115 TargetValue = target; 125 TargetValue = target;
116 } 126 }
117 127 public override void Zero()
118 // A form of stepping that does not take the time quantum into account.
119 // The caller must do the right thing later.
120 public Vector3 Step()
121 { 128 {
122 return Step(1f); 129 base.Zero();
130 CurrentValue = TargetValue = Vector3.Zero;
123 } 131 }
124 132
125 public Vector3 Step(float timeStep) 133 // Compute the next step and return the new current value
134 public virtual Vector3 Step(float timeStep)
126 { 135 {
127 Vector3 returnCurrent = Vector3.Zero; 136 Vector3 origTarget = TargetValue; // DEBUG
128 if (!CurrentValue.ApproxEquals(TargetValue, 0.01f)) 137 Vector3 origCurrVal = CurrentValue; // DEBUG
138
139 Vector3 correction = Vector3.Zero;
140 Vector3 error = TargetValue - CurrentValue;
141 if (!error.ApproxEquals(Vector3.Zero, ErrorZeroThreshold))
129 { 142 {
130 Vector3 origTarget = TargetValue; // DEBUG 143 correction = Step(timeStep, error);
131 Vector3 origCurrVal = CurrentValue; // DEBUG
132 144
133 // Addition = (desiredVector - currentAppliedVector) / secondsItShouldTakeToComplete 145 CurrentValue += correction;
134 Vector3 addAmount = (TargetValue - CurrentValue)/TimeScale * timeStep;
135 CurrentValue += addAmount;
136 146
137 // The desired value reduces to zero which also reduces the difference with current. 147 // The desired value reduces to zero which also reduces the difference with current.
138 // If the decay time is infinite, don't decay at all. 148 // If the decay time is infinite, don't decay at all.
@@ -143,40 +153,80 @@ public class BSVMotor : BSMotor
143 TargetValue *= (1f - decayFactor); 153 TargetValue *= (1f - decayFactor);
144 } 154 }
145 155
156 // The amount we can correct the error is reduced by the friction
146 Vector3 frictionFactor = Vector3.Zero; 157 Vector3 frictionFactor = Vector3.Zero;
147 if (FrictionTimescale != BSMotor.InfiniteVector) 158 if (FrictionTimescale != BSMotor.InfiniteVector)
148 { 159 {
149 // frictionFactor = (Vector3.One / FrictionTimescale) * timeStep; 160 // frictionFactor = (Vector3.One / FrictionTimescale) * timeStep;
150 // Individual friction components can be 'infinite' so compute each separately. 161 // Individual friction components can be 'infinite' so compute each separately.
151 frictionFactor.X = FrictionTimescale.X == BSMotor.Infinite ? 0f : (1f / FrictionTimescale.X) * timeStep; 162 frictionFactor.X = (FrictionTimescale.X == BSMotor.Infinite) ? 0f : (1f / FrictionTimescale.X);
152 frictionFactor.Y = FrictionTimescale.Y == BSMotor.Infinite ? 0f : (1f / FrictionTimescale.Y) * timeStep; 163 frictionFactor.Y = (FrictionTimescale.Y == BSMotor.Infinite) ? 0f : (1f / FrictionTimescale.Y);
153 frictionFactor.Z = FrictionTimescale.Z == BSMotor.Infinite ? 0f : (1f / FrictionTimescale.Z) * timeStep; 164 frictionFactor.Z = (FrictionTimescale.Z == BSMotor.Infinite) ? 0f : (1f / FrictionTimescale.Z);
165 frictionFactor *= timeStep;
154 CurrentValue *= (Vector3.One - frictionFactor); 166 CurrentValue *= (Vector3.One - frictionFactor);
155 } 167 }
156 168
157 returnCurrent = CurrentValue; 169 MDetailLog("{0}, BSVMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},err={5},corr={6}",
158
159 MDetailLog("{0}, BSVMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},timeScale={5},addAmnt={6},targetDecay={7},decayFact={8},fricTS={9},frictFact={10}",
160 BSScene.DetailLogZero, UseName, origCurrVal, origTarget, 170 BSScene.DetailLogZero, UseName, origCurrVal, origTarget,
161 timeStep, TimeScale, addAmount, 171 timeStep, error, correction);
162 TargetValueDecayTimeScale, decayFactor, 172 MDetailLog("{0}, BSVMotor.Step,nonZero,{1},tgtDecayTS={2},decayFact={3},frictTS={4},frictFact={5},tgt={6},curr={7}",
163 FrictionTimescale, frictionFactor); 173 BSScene.DetailLogZero, UseName,
164 MDetailLog("{0}, BSVMotor.Step,nonZero,{1},curr={2},target={3},add={4},decay={5},frict={6},ret={7}", 174 TargetValueDecayTimeScale, decayFactor, FrictionTimescale, frictionFactor,
165 BSScene.DetailLogZero, UseName, CurrentValue, TargetValue, 175 TargetValue, CurrentValue);
166 addAmount, decayFactor, frictionFactor, returnCurrent);
167 } 176 }
168 else 177 else
169 { 178 {
170 // Difference between what we have and target is small. Motor is done. 179 // Difference between what we have and target is small. Motor is done.
171 CurrentValue = Vector3.Zero; 180 CurrentValue = TargetValue;
172 TargetValue = Vector3.Zero; 181 MDetailLog("{0}, BSVMotor.Step,zero,{1},origTgt={2},origCurr={3},ret={2}",
182 BSScene.DetailLogZero, UseName, origCurrVal, origTarget, CurrentValue);
183 }
184
185 return CurrentValue;
186 }
187 public virtual Vector3 Step(float timeStep, Vector3 error)
188 {
189 LastError = error;
190 Vector3 returnCorrection = Vector3.Zero;
191 if (!error.ApproxEquals(Vector3.Zero, ErrorZeroThreshold))
192 {
193 // correction = error / secondsItShouldTakeToCorrect
194 Vector3 correctionAmount;
195 if (TimeScale == 0f || TimeScale == BSMotor.Infinite)
196 correctionAmount = error * timeStep;
197 else
198 correctionAmount = error / TimeScale * timeStep;
173 199
174 MDetailLog("{0}, BSVMotor.Step,zero,{1},curr={2},target={3},ret={4}", 200 returnCorrection = correctionAmount;
175 BSScene.DetailLogZero, UseName, TargetValue, CurrentValue, returnCurrent); 201 MDetailLog("{0}, BSVMotor.Step,nonZero,{1},timeStep={2},timeScale={3},err={4},corr={5}",
202 BSScene.DetailLogZero, UseName, timeStep, TimeScale, error, correctionAmount);
203 }
204 return returnCorrection;
205 }
176 206
207 // The user sets all the parameters and calls this which outputs values until error is zero.
208 public override void GenerateTestOutput(float timeStep)
209 {
210 // maximum number of outputs to generate.
211 int maxOutput = 50;
212 MDetailLog("{0},BSVMotor.Test,{1},===================================== BEGIN Test Output", BSScene.DetailLogZero, UseName);
213 MDetailLog("{0},BSVMotor.Test,{1},timeScale={2},targDlyTS={3},frictTS={4},eff={5},curr={6},tgt={7}",
214 BSScene.DetailLogZero, UseName,
215 TimeScale, TargetValueDecayTimeScale, FrictionTimescale, Efficiency,
216 CurrentValue, TargetValue);
217
218 LastError = BSMotor.InfiniteVector;
219 while (maxOutput-- > 0 && !LastError.ApproxEquals(Vector3.Zero, ErrorZeroThreshold))
220 {
221 Vector3 lastStep = Step(timeStep);
222 MDetailLog("{0},BSVMotor.Test,{1},cur={2},tgt={3},lastError={4},lastStep={5}",
223 BSScene.DetailLogZero, UseName, CurrentValue, TargetValue, LastError, lastStep);
177 } 224 }
178 return returnCurrent; 225 MDetailLog("{0},BSVMotor.Test,{1},===================================== END Test Output", BSScene.DetailLogZero, UseName);
226
227
179 } 228 }
229
180 public override string ToString() 230 public override string ToString()
181 { 231 {
182 return String.Format("<{0},curr={1},targ={2},decayTS={3},frictTS={4}>", 232 return String.Format("<{0},curr={1},targ={2},decayTS={3},frictTS={4}>",
@@ -204,17 +254,74 @@ public class BSFMotor : BSMotor
204 public void SetTarget(float target) 254 public void SetTarget(float target)
205 { 255 {
206 } 256 }
207 public float Step(float timeStep) 257 public virtual float Step(float timeStep)
208 { 258 {
209 return 0f; 259 return 0f;
210 } 260 }
211} 261}
212public class BSPIDMotor : BSMotor 262
263// Proportional, Integral, Derivitive Motor
264// Good description at http://www.answers.com/topic/pid-controller . Includes processes for choosing p, i and d factors.
265public class BSPIDVMotor : BSVMotor
213{ 266{
214 // TODO: write and use this one 267 // Larger makes more overshoot, smaller means converge quicker. Range of 0.1 to 10.
215 public BSPIDMotor(string useName) 268 public Vector3 proportionFactor { get; set; }
269 public Vector3 integralFactor { get; set; }
270 public Vector3 derivFactor { get; set; }
271 // Arbritrary factor range.
272 // EfficiencyHigh means move quickly to the correct number. EfficiencyLow means might over correct.
273 public float EfficiencyHigh = 0.4f;
274 public float EfficiencyLow = 4.0f;
275
276 Vector3 IntegralFactor { get; set; }
277
278 public BSPIDVMotor(string useName)
216 : base(useName) 279 : base(useName)
217 { 280 {
281 proportionFactor = new Vector3(1.00f, 1.00f, 1.00f);
282 integralFactor = new Vector3(1.00f, 1.00f, 1.00f);
283 derivFactor = new Vector3(1.00f, 1.00f, 1.00f);
284 IntegralFactor = Vector3.Zero;
285 LastError = Vector3.Zero;
286 }
287
288 public override void Zero()
289 {
290 base.Zero();
291 }
292
293 public override float Efficiency
294 {
295 get { return base.Efficiency; }
296 set
297 {
298 base.Efficiency = Util.Clamp(value, 0f, 1f);
299 // Compute factors based on efficiency.
300 // If efficiency is high (1f), use a factor value that moves the error value to zero with little overshoot.
301 // If efficiency is low (0f), use a factor value that overcorrects.
302 // TODO: might want to vary contribution of different factor depending on efficiency.
303 float factor = ((1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow) / 3f;
304 // float factor = (1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow;
305 proportionFactor = new Vector3(factor, factor, factor);
306 integralFactor = new Vector3(factor, factor, factor);
307 derivFactor = new Vector3(factor, factor, factor);
308 }
309 }
310
311 // Ignore Current and Target Values and just advance the PID computation on this error.
312 public override Vector3 Step(float timeStep, Vector3 error)
313 {
314 // Add up the error so we can integrate over the accumulated errors
315 IntegralFactor += error * timeStep;
316
317 // A simple derivitive is the rate of change from the last error.
318 Vector3 derivFactor = (error - LastError) * timeStep;
319 LastError = error;
320
321 // Correction = -(proportionOfPresentError + accumulationOfPastError + rateOfChangeOfError)
322 Vector3 ret = -(error * proportionFactor + IntegralFactor * integralFactor + derivFactor * derivFactor);
323
324 return ret;
218 } 325 }
219} 326}
220} 327}