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author | David Walter Seikel | 2016-11-03 21:44:39 +1000 |
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committer | David Walter Seikel | 2016-11-03 21:44:39 +1000 |
commit | 134f86e8d5c414409631b25b8c6f0ee45fbd8631 (patch) | |
tree | 216b89d3fb89acfb81be1e440c25c41ab09fa96d /OpenSim/Region/PhysicsModules/BulletS/BSMotors.cs | |
parent | More changing to production grid. Double oops. (diff) | |
download | opensim-SC-134f86e8d5c414409631b25b8c6f0ee45fbd8631.zip opensim-SC-134f86e8d5c414409631b25b8c6f0ee45fbd8631.tar.gz opensim-SC-134f86e8d5c414409631b25b8c6f0ee45fbd8631.tar.bz2 opensim-SC-134f86e8d5c414409631b25b8c6f0ee45fbd8631.tar.xz |
Initial update to OpenSim 0.8.2.1 source code.
Diffstat (limited to 'OpenSim/Region/PhysicsModules/BulletS/BSMotors.cs')
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/BSMotors.cs | 451 |
1 files changed, 451 insertions, 0 deletions
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSMotors.cs b/OpenSim/Region/PhysicsModules/BulletS/BSMotors.cs new file mode 100755 index 0000000..2faf2d4 --- /dev/null +++ b/OpenSim/Region/PhysicsModules/BulletS/BSMotors.cs | |||
@@ -0,0 +1,451 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | * | ||
27 | */ | ||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Text; | ||
31 | using OpenMetaverse; | ||
32 | using OpenSim.Framework; | ||
33 | |||
34 | namespace OpenSim.Region.PhysicsModule.BulletS | ||
35 | { | ||
36 | public abstract class BSMotor | ||
37 | { | ||
38 | // Timescales and other things can be turned off by setting them to 'infinite'. | ||
39 | public const float Infinite = 12345.6f; | ||
40 | public readonly static Vector3 InfiniteVector = new Vector3(BSMotor.Infinite, BSMotor.Infinite, BSMotor.Infinite); | ||
41 | |||
42 | public BSMotor(string useName) | ||
43 | { | ||
44 | UseName = useName; | ||
45 | PhysicsScene = null; | ||
46 | Enabled = true; | ||
47 | } | ||
48 | public virtual bool Enabled { get; set; } | ||
49 | public virtual void Reset() { } | ||
50 | public virtual void Zero() { } | ||
51 | public virtual void GenerateTestOutput(float timeStep) { } | ||
52 | |||
53 | // A name passed at motor creation for easily identifyable debugging messages. | ||
54 | public string UseName { get; private set; } | ||
55 | |||
56 | // Used only for outputting debug information. Might not be set so check for null. | ||
57 | public BSScene PhysicsScene { get; set; } | ||
58 | protected void MDetailLog(string msg, params Object[] parms) | ||
59 | { | ||
60 | if (PhysicsScene != null) | ||
61 | { | ||
62 | PhysicsScene.DetailLog(msg, parms); | ||
63 | } | ||
64 | } | ||
65 | } | ||
66 | |||
67 | // Motor which moves CurrentValue to TargetValue over TimeScale seconds. | ||
68 | // The TargetValue decays in TargetValueDecayTimeScale. | ||
69 | // This motor will "zero itself" over time in that the targetValue will | ||
70 | // decay to zero and the currentValue will follow it to that zero. | ||
71 | // The overall effect is for the returned correction value to go from large | ||
72 | // values to small and eventually zero values. | ||
73 | // TimeScale and TargetDelayTimeScale may be 'infinite' which means no decay. | ||
74 | |||
75 | // For instance, if something is moving at speed X and the desired speed is Y, | ||
76 | // CurrentValue is X and TargetValue is Y. As the motor is stepped, new | ||
77 | // values of CurrentValue are returned that approach the TargetValue. | ||
78 | // The feature of decaying TargetValue is so vehicles will eventually | ||
79 | // come to a stop rather than run forever. This can be disabled by | ||
80 | // setting TargetValueDecayTimescale to 'infinite'. | ||
81 | // The change from CurrentValue to TargetValue is linear over TimeScale seconds. | ||
82 | public class BSVMotor : BSMotor | ||
83 | { | ||
84 | // public Vector3 FrameOfReference { get; set; } | ||
85 | // public Vector3 Offset { get; set; } | ||
86 | |||
87 | public virtual float TimeScale { get; set; } | ||
88 | public virtual float TargetValueDecayTimeScale { get; set; } | ||
89 | public virtual float Efficiency { get; set; } | ||
90 | |||
91 | public virtual float ErrorZeroThreshold { get; set; } | ||
92 | |||
93 | public virtual Vector3 TargetValue { get; protected set; } | ||
94 | public virtual Vector3 CurrentValue { get; protected set; } | ||
95 | public virtual Vector3 LastError { get; protected set; } | ||
96 | |||
97 | public virtual bool ErrorIsZero() | ||
98 | { | ||
99 | return ErrorIsZero(LastError); | ||
100 | } | ||
101 | public virtual bool ErrorIsZero(Vector3 err) | ||
102 | { | ||
103 | return (err == Vector3.Zero || err.ApproxEquals(Vector3.Zero, ErrorZeroThreshold)); | ||
104 | } | ||
105 | |||
106 | public BSVMotor(string useName) | ||
107 | : base(useName) | ||
108 | { | ||
109 | TimeScale = TargetValueDecayTimeScale = BSMotor.Infinite; | ||
110 | Efficiency = 1f; | ||
111 | CurrentValue = TargetValue = Vector3.Zero; | ||
112 | ErrorZeroThreshold = 0.001f; | ||
113 | } | ||
114 | public BSVMotor(string useName, float timeScale, float decayTimeScale, float efficiency) | ||
115 | : this(useName) | ||
116 | { | ||
117 | TimeScale = timeScale; | ||
118 | TargetValueDecayTimeScale = decayTimeScale; | ||
119 | Efficiency = efficiency; | ||
120 | CurrentValue = TargetValue = Vector3.Zero; | ||
121 | } | ||
122 | public void SetCurrent(Vector3 current) | ||
123 | { | ||
124 | CurrentValue = current; | ||
125 | } | ||
126 | public void SetTarget(Vector3 target) | ||
127 | { | ||
128 | TargetValue = target; | ||
129 | } | ||
130 | public override void Zero() | ||
131 | { | ||
132 | base.Zero(); | ||
133 | CurrentValue = TargetValue = Vector3.Zero; | ||
134 | } | ||
135 | |||
136 | // Compute the next step and return the new current value. | ||
137 | // Returns the correction needed to move 'current' to 'target'. | ||
138 | public virtual Vector3 Step(float timeStep) | ||
139 | { | ||
140 | if (!Enabled) return TargetValue; | ||
141 | |||
142 | Vector3 origTarget = TargetValue; // DEBUG | ||
143 | Vector3 origCurrVal = CurrentValue; // DEBUG | ||
144 | |||
145 | Vector3 correction = Vector3.Zero; | ||
146 | Vector3 error = TargetValue - CurrentValue; | ||
147 | if (!ErrorIsZero(error)) | ||
148 | { | ||
149 | correction = StepError(timeStep, error); | ||
150 | |||
151 | CurrentValue += correction; | ||
152 | |||
153 | // The desired value reduces to zero which also reduces the difference with current. | ||
154 | // If the decay time is infinite, don't decay at all. | ||
155 | float decayFactor = 0f; | ||
156 | if (TargetValueDecayTimeScale != BSMotor.Infinite) | ||
157 | { | ||
158 | decayFactor = (1.0f / TargetValueDecayTimeScale) * timeStep; | ||
159 | TargetValue *= (1f - decayFactor); | ||
160 | } | ||
161 | |||
162 | MDetailLog("{0}, BSVMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},err={5},corr={6}", | ||
163 | BSScene.DetailLogZero, UseName, origCurrVal, origTarget, | ||
164 | timeStep, error, correction); | ||
165 | MDetailLog("{0}, BSVMotor.Step,nonZero,{1},tgtDecayTS={2},decayFact={3},tgt={4},curr={5}", | ||
166 | BSScene.DetailLogZero, UseName, TargetValueDecayTimeScale, decayFactor, TargetValue, CurrentValue); | ||
167 | } | ||
168 | else | ||
169 | { | ||
170 | // Difference between what we have and target is small. Motor is done. | ||
171 | if (TargetValue.ApproxEquals(Vector3.Zero, ErrorZeroThreshold)) | ||
172 | { | ||
173 | // The target can step down to nearly zero but not get there. If close to zero | ||
174 | // it is really zero. | ||
175 | TargetValue = Vector3.Zero; | ||
176 | } | ||
177 | CurrentValue = TargetValue; | ||
178 | MDetailLog("{0}, BSVMotor.Step,zero,{1},origTgt={2},origCurr={3},currTgt={4},currCurr={5}", | ||
179 | BSScene.DetailLogZero, UseName, origCurrVal, origTarget, TargetValue, CurrentValue); | ||
180 | } | ||
181 | LastError = error; | ||
182 | |||
183 | return correction; | ||
184 | } | ||
185 | // version of step that sets the current value before doing the step | ||
186 | public virtual Vector3 Step(float timeStep, Vector3 current) | ||
187 | { | ||
188 | CurrentValue = current; | ||
189 | return Step(timeStep); | ||
190 | } | ||
191 | // Given and error, computer a correction for this step. | ||
192 | // Simple scaling of the error by the timestep. | ||
193 | public virtual Vector3 StepError(float timeStep, Vector3 error) | ||
194 | { | ||
195 | if (!Enabled) return Vector3.Zero; | ||
196 | |||
197 | Vector3 returnCorrection = Vector3.Zero; | ||
198 | if (!ErrorIsZero(error)) | ||
199 | { | ||
200 | // correction = error / secondsItShouldTakeToCorrect | ||
201 | Vector3 correctionAmount; | ||
202 | if (TimeScale == 0f || TimeScale == BSMotor.Infinite) | ||
203 | correctionAmount = error * timeStep; | ||
204 | else | ||
205 | correctionAmount = error / TimeScale * timeStep; | ||
206 | |||
207 | returnCorrection = correctionAmount; | ||
208 | MDetailLog("{0}, BSVMotor.Step,nonZero,{1},timeStep={2},timeScale={3},err={4},corr={5}", | ||
209 | BSScene.DetailLogZero, UseName, timeStep, TimeScale, error, correctionAmount); | ||
210 | } | ||
211 | return returnCorrection; | ||
212 | } | ||
213 | |||
214 | // The user sets all the parameters and calls this which outputs values until error is zero. | ||
215 | public override void GenerateTestOutput(float timeStep) | ||
216 | { | ||
217 | // maximum number of outputs to generate. | ||
218 | int maxOutput = 50; | ||
219 | MDetailLog("{0},BSVMotor.Test,{1},===================================== BEGIN Test Output", BSScene.DetailLogZero, UseName); | ||
220 | MDetailLog("{0},BSVMotor.Test,{1},timeScale={2},targDlyTS={3},eff={4},curr={5},tgt={6}", | ||
221 | BSScene.DetailLogZero, UseName, | ||
222 | TimeScale, TargetValueDecayTimeScale, Efficiency, | ||
223 | CurrentValue, TargetValue); | ||
224 | |||
225 | LastError = BSMotor.InfiniteVector; | ||
226 | while (maxOutput-- > 0 && !ErrorIsZero()) | ||
227 | { | ||
228 | Vector3 lastStep = Step(timeStep); | ||
229 | MDetailLog("{0},BSVMotor.Test,{1},cur={2},tgt={3},lastError={4},lastStep={5}", | ||
230 | BSScene.DetailLogZero, UseName, CurrentValue, TargetValue, LastError, lastStep); | ||
231 | } | ||
232 | MDetailLog("{0},BSVMotor.Test,{1},===================================== END Test Output", BSScene.DetailLogZero, UseName); | ||
233 | |||
234 | |||
235 | } | ||
236 | |||
237 | public override string ToString() | ||
238 | { | ||
239 | return String.Format("<{0},curr={1},targ={2},lastErr={3},decayTS={4}>", | ||
240 | UseName, CurrentValue, TargetValue, LastError, TargetValueDecayTimeScale); | ||
241 | } | ||
242 | } | ||
243 | |||
244 | // ============================================================================ | ||
245 | // ============================================================================ | ||
246 | public class BSFMotor : BSMotor | ||
247 | { | ||
248 | public virtual float TimeScale { get; set; } | ||
249 | public virtual float TargetValueDecayTimeScale { get; set; } | ||
250 | public virtual float Efficiency { get; set; } | ||
251 | |||
252 | public virtual float ErrorZeroThreshold { get; set; } | ||
253 | |||
254 | public virtual float TargetValue { get; protected set; } | ||
255 | public virtual float CurrentValue { get; protected set; } | ||
256 | public virtual float LastError { get; protected set; } | ||
257 | |||
258 | public virtual bool ErrorIsZero() | ||
259 | { | ||
260 | return ErrorIsZero(LastError); | ||
261 | } | ||
262 | public virtual bool ErrorIsZero(float err) | ||
263 | { | ||
264 | return (err >= -ErrorZeroThreshold && err <= ErrorZeroThreshold); | ||
265 | } | ||
266 | |||
267 | public BSFMotor(string useName, float timeScale, float decayTimescale, float efficiency) | ||
268 | : base(useName) | ||
269 | { | ||
270 | TimeScale = TargetValueDecayTimeScale = BSMotor.Infinite; | ||
271 | Efficiency = 1f; | ||
272 | CurrentValue = TargetValue = 0f; | ||
273 | ErrorZeroThreshold = 0.01f; | ||
274 | } | ||
275 | public void SetCurrent(float current) | ||
276 | { | ||
277 | CurrentValue = current; | ||
278 | } | ||
279 | public void SetTarget(float target) | ||
280 | { | ||
281 | TargetValue = target; | ||
282 | } | ||
283 | public override void Zero() | ||
284 | { | ||
285 | base.Zero(); | ||
286 | CurrentValue = TargetValue = 0f; | ||
287 | } | ||
288 | |||
289 | public virtual float Step(float timeStep) | ||
290 | { | ||
291 | if (!Enabled) return TargetValue; | ||
292 | |||
293 | float origTarget = TargetValue; // DEBUG | ||
294 | float origCurrVal = CurrentValue; // DEBUG | ||
295 | |||
296 | float correction = 0f; | ||
297 | float error = TargetValue - CurrentValue; | ||
298 | if (!ErrorIsZero(error)) | ||
299 | { | ||
300 | correction = StepError(timeStep, error); | ||
301 | |||
302 | CurrentValue += correction; | ||
303 | |||
304 | // The desired value reduces to zero which also reduces the difference with current. | ||
305 | // If the decay time is infinite, don't decay at all. | ||
306 | float decayFactor = 0f; | ||
307 | if (TargetValueDecayTimeScale != BSMotor.Infinite) | ||
308 | { | ||
309 | decayFactor = (1.0f / TargetValueDecayTimeScale) * timeStep; | ||
310 | TargetValue *= (1f - decayFactor); | ||
311 | } | ||
312 | |||
313 | MDetailLog("{0}, BSFMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},err={5},corr={6}", | ||
314 | BSScene.DetailLogZero, UseName, origCurrVal, origTarget, | ||
315 | timeStep, error, correction); | ||
316 | MDetailLog("{0}, BSFMotor.Step,nonZero,{1},tgtDecayTS={2},decayFact={3},tgt={4},curr={5}", | ||
317 | BSScene.DetailLogZero, UseName, TargetValueDecayTimeScale, decayFactor, TargetValue, CurrentValue); | ||
318 | } | ||
319 | else | ||
320 | { | ||
321 | // Difference between what we have and target is small. Motor is done. | ||
322 | if (Util.InRange<float>(TargetValue, -ErrorZeroThreshold, ErrorZeroThreshold)) | ||
323 | { | ||
324 | // The target can step down to nearly zero but not get there. If close to zero | ||
325 | // it is really zero. | ||
326 | TargetValue = 0f; | ||
327 | } | ||
328 | CurrentValue = TargetValue; | ||
329 | MDetailLog("{0}, BSFMotor.Step,zero,{1},origTgt={2},origCurr={3},ret={4}", | ||
330 | BSScene.DetailLogZero, UseName, origCurrVal, origTarget, CurrentValue); | ||
331 | } | ||
332 | LastError = error; | ||
333 | |||
334 | return CurrentValue; | ||
335 | } | ||
336 | |||
337 | public virtual float StepError(float timeStep, float error) | ||
338 | { | ||
339 | if (!Enabled) return 0f; | ||
340 | |||
341 | float returnCorrection = 0f; | ||
342 | if (!ErrorIsZero(error)) | ||
343 | { | ||
344 | // correction = error / secondsItShouldTakeToCorrect | ||
345 | float correctionAmount; | ||
346 | if (TimeScale == 0f || TimeScale == BSMotor.Infinite) | ||
347 | correctionAmount = error * timeStep; | ||
348 | else | ||
349 | correctionAmount = error / TimeScale * timeStep; | ||
350 | |||
351 | returnCorrection = correctionAmount; | ||
352 | MDetailLog("{0}, BSFMotor.Step,nonZero,{1},timeStep={2},timeScale={3},err={4},corr={5}", | ||
353 | BSScene.DetailLogZero, UseName, timeStep, TimeScale, error, correctionAmount); | ||
354 | } | ||
355 | return returnCorrection; | ||
356 | } | ||
357 | |||
358 | public override string ToString() | ||
359 | { | ||
360 | return String.Format("<{0},curr={1},targ={2},lastErr={3},decayTS={4}>", | ||
361 | UseName, CurrentValue, TargetValue, LastError, TargetValueDecayTimeScale); | ||
362 | } | ||
363 | |||
364 | } | ||
365 | |||
366 | // ============================================================================ | ||
367 | // ============================================================================ | ||
368 | // Proportional, Integral, Derivitive ("PID") Motor | ||
369 | // Good description at http://www.answers.com/topic/pid-controller . Includes processes for choosing p, i and d factors. | ||
370 | public class BSPIDVMotor : BSVMotor | ||
371 | { | ||
372 | // Larger makes more overshoot, smaller means converge quicker. Range of 0.1 to 10. | ||
373 | public Vector3 proportionFactor { get; set; } | ||
374 | public Vector3 integralFactor { get; set; } | ||
375 | public Vector3 derivFactor { get; set; } | ||
376 | |||
377 | // The factors are vectors for the three dimensions. This is the proportional of each | ||
378 | // that is applied. This could be multiplied through the actual factors but it | ||
379 | // is sometimes easier to manipulate the factors and their mix separately. | ||
380 | public Vector3 FactorMix; | ||
381 | |||
382 | // Arbritrary factor range. | ||
383 | // EfficiencyHigh means move quickly to the correct number. EfficiencyLow means might over correct. | ||
384 | public float EfficiencyHigh = 0.4f; | ||
385 | public float EfficiencyLow = 4.0f; | ||
386 | |||
387 | // Running integration of the error | ||
388 | Vector3 RunningIntegration { get; set; } | ||
389 | |||
390 | public BSPIDVMotor(string useName) | ||
391 | : base(useName) | ||
392 | { | ||
393 | proportionFactor = new Vector3(1.00f, 1.00f, 1.00f); | ||
394 | integralFactor = new Vector3(1.00f, 1.00f, 1.00f); | ||
395 | derivFactor = new Vector3(1.00f, 1.00f, 1.00f); | ||
396 | FactorMix = new Vector3(0.5f, 0.25f, 0.25f); | ||
397 | RunningIntegration = Vector3.Zero; | ||
398 | LastError = Vector3.Zero; | ||
399 | } | ||
400 | |||
401 | public override void Zero() | ||
402 | { | ||
403 | base.Zero(); | ||
404 | } | ||
405 | |||
406 | public override float Efficiency | ||
407 | { | ||
408 | get { return base.Efficiency; } | ||
409 | set | ||
410 | { | ||
411 | base.Efficiency = Util.Clamp(value, 0f, 1f); | ||
412 | |||
413 | // Compute factors based on efficiency. | ||
414 | // If efficiency is high (1f), use a factor value that moves the error value to zero with little overshoot. | ||
415 | // If efficiency is low (0f), use a factor value that overcorrects. | ||
416 | // TODO: might want to vary contribution of different factor depending on efficiency. | ||
417 | // float factor = ((1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow) / 3f; | ||
418 | float factor = (1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow; | ||
419 | |||
420 | proportionFactor = new Vector3(factor, factor, factor); | ||
421 | integralFactor = new Vector3(factor, factor, factor); | ||
422 | derivFactor = new Vector3(factor, factor, factor); | ||
423 | |||
424 | MDetailLog("{0}, BSPIDVMotor.setEfficiency,eff={1},factor={2}", BSScene.DetailLogZero, Efficiency, factor); | ||
425 | } | ||
426 | } | ||
427 | |||
428 | // Advance the PID computation on this error. | ||
429 | public override Vector3 StepError(float timeStep, Vector3 error) | ||
430 | { | ||
431 | if (!Enabled) return Vector3.Zero; | ||
432 | |||
433 | // Add up the error so we can integrate over the accumulated errors | ||
434 | RunningIntegration += error * timeStep; | ||
435 | |||
436 | // A simple derivitive is the rate of change from the last error. | ||
437 | Vector3 derivitive = (error - LastError) * timeStep; | ||
438 | |||
439 | // Correction = (proportionOfPresentError + accumulationOfPastError + rateOfChangeOfError) | ||
440 | Vector3 ret = error / TimeScale * timeStep * proportionFactor * FactorMix.X | ||
441 | + RunningIntegration / TimeScale * integralFactor * FactorMix.Y | ||
442 | + derivitive / TimeScale * derivFactor * FactorMix.Z | ||
443 | ; | ||
444 | |||
445 | MDetailLog("{0}, BSPIDVMotor.step,ts={1},err={2},lerr={3},runnInt={4},deriv={5},ret={6}", | ||
446 | BSScene.DetailLogZero, timeStep, error, LastError, RunningIntegration, derivitive, ret); | ||
447 | |||
448 | return ret; | ||
449 | } | ||
450 | } | ||
451 | } | ||