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author | Robert Adams | 2012-12-20 08:35:36 -0800 |
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committer | Robert Adams | 2012-12-20 08:35:36 -0800 |
commit | b7ad44e3a687041a5a4761f1d0739a4226a901c2 (patch) | |
tree | 8586cdf3c08e9a8a955f98c281c73065caec6c6f /OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs | |
parent | BulletSim: improve angularVerticalAttraction calculation to compute angular c... (diff) | |
download | opensim-SC_OLD-b7ad44e3a687041a5a4761f1d0739a4226a901c2.zip opensim-SC_OLD-b7ad44e3a687041a5a4761f1d0739a4226a901c2.tar.gz opensim-SC_OLD-b7ad44e3a687041a5a4761f1d0739a4226a901c2.tar.bz2 opensim-SC_OLD-b7ad44e3a687041a5a4761f1d0739a4226a901c2.tar.xz |
BulletSim: reorganize motor step code to separate error computation allowing subclass for PID error correction.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs | 142 |
1 files changed, 91 insertions, 51 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs index c718228..b57d2c8 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs | |||
@@ -29,13 +29,14 @@ using System; | |||
29 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
30 | using System.Text; | 30 | using System.Text; |
31 | using OpenMetaverse; | 31 | using OpenMetaverse; |
32 | using OpenSim.Framework; | ||
32 | 33 | ||
33 | namespace OpenSim.Region.Physics.BulletSPlugin | 34 | namespace OpenSim.Region.Physics.BulletSPlugin |
34 | { | 35 | { |
35 | public abstract class BSMotor | 36 | public 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) |
@@ -62,12 +63,16 @@ public abstract class BSMotor | |||
62 | } | 63 | } |
63 | } | 64 | } |
64 | } | 65 | } |
65 | // Can all the incremental stepping be replaced with motor classes? | ||
66 | 66 | ||
67 | // Motor which moves CurrentValue to TargetValue over TimeScale seconds. | 67 | // Motor which moves CurrentValue to TargetValue over TimeScale seconds. |
68 | // The TargetValue decays in TargetValueDecayTimeScale and | 68 | // The TargetValue decays in TargetValueDecayTimeScale and |
69 | // the CurrentValue will be held back by FrictionTimeScale. | 69 | // the CurrentValue will be held back by FrictionTimeScale. |
70 | // TimeScale and TargetDelayTimeScale may be 'infinite' which means go decay. | 70 | // This motor will "zero itself" over time in that the targetValue will |
71 | // decay to zero and the currentValue will follow it to that zero. | ||
72 | // The overall effect is for the returned correction value to go from large | ||
73 | // values (the total difference between current and target minus friction) | ||
74 | // to small and eventually zero values. | ||
75 | // TimeScale and TargetDelayTimeScale may be 'infinite' which means no decay. | ||
71 | 76 | ||
72 | // For instance, if something is moving at speed X and the desired speed is Y, | 77 | // 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 | 78 | // CurrentValue is X and TargetValue is Y. As the motor is stepped, new |
@@ -81,13 +86,15 @@ public class BSVMotor : BSMotor | |||
81 | // public Vector3 FrameOfReference { get; set; } | 86 | // public Vector3 FrameOfReference { get; set; } |
82 | // public Vector3 Offset { get; set; } | 87 | // public Vector3 Offset { get; set; } |
83 | 88 | ||
84 | public float TimeScale { get; set; } | 89 | public virtual float TimeScale { get; set; } |
85 | public float TargetValueDecayTimeScale { get; set; } | 90 | public virtual float TargetValueDecayTimeScale { get; set; } |
86 | public Vector3 FrictionTimescale { get; set; } | 91 | public virtual Vector3 FrictionTimescale { get; set; } |
87 | public float Efficiency { get; set; } | 92 | public virtual float Efficiency { get; set; } |
93 | |||
94 | public virtual float ErrorZeroThreshold { get; set; } | ||
88 | 95 | ||
89 | public Vector3 TargetValue { get; private set; } | 96 | public virtual Vector3 TargetValue { get; private set; } |
90 | public Vector3 CurrentValue { get; private set; } | 97 | public virtual Vector3 CurrentValue { get; private set; } |
91 | 98 | ||
92 | public BSVMotor(string useName) | 99 | public BSVMotor(string useName) |
93 | : base(useName) | 100 | : base(useName) |
@@ -96,6 +103,7 @@ public class BSVMotor : BSMotor | |||
96 | Efficiency = 1f; | 103 | Efficiency = 1f; |
97 | FrictionTimescale = BSMotor.InfiniteVector; | 104 | FrictionTimescale = BSMotor.InfiniteVector; |
98 | CurrentValue = TargetValue = Vector3.Zero; | 105 | CurrentValue = TargetValue = Vector3.Zero; |
106 | ErrorZeroThreshold = 0.01f; | ||
99 | } | 107 | } |
100 | public BSVMotor(string useName, float timeScale, float decayTimeScale, Vector3 frictionTimeScale, float efficiency) | 108 | public BSVMotor(string useName, float timeScale, float decayTimeScale, Vector3 frictionTimeScale, float efficiency) |
101 | : this(useName) | 109 | : this(useName) |
@@ -115,24 +123,19 @@ public class BSVMotor : BSMotor | |||
115 | TargetValue = target; | 123 | TargetValue = target; |
116 | } | 124 | } |
117 | 125 | ||
118 | // A form of stepping that does not take the time quantum into account. | 126 | // Compute the next step and return the new current value |
119 | // The caller must do the right thing later. | ||
120 | public virtual Vector3 Step() | ||
121 | { | ||
122 | return Step(1f); | ||
123 | } | ||
124 | |||
125 | public virtual Vector3 Step(float timeStep) | 127 | public virtual Vector3 Step(float timeStep) |
126 | { | 128 | { |
127 | Vector3 returnCurrent = Vector3.Zero; | 129 | Vector3 origTarget = TargetValue; // DEBUG |
128 | if (!CurrentValue.ApproxEquals(TargetValue, 0.01f)) | 130 | Vector3 origCurrVal = CurrentValue; // DEBUG |
131 | |||
132 | Vector3 correction = Vector3.Zero; | ||
133 | Vector3 error = TargetValue - CurrentValue; | ||
134 | if (!error.ApproxEquals(Vector3.Zero, ErrorZeroThreshold)) | ||
129 | { | 135 | { |
130 | Vector3 origTarget = TargetValue; // DEBUG | 136 | correction = Step(timeStep, error); |
131 | Vector3 origCurrVal = CurrentValue; // DEBUG | ||
132 | 137 | ||
133 | // Addition = (desiredVector - currentAppliedVector) / secondsItShouldTakeToComplete | 138 | CurrentValue += correction; |
134 | Vector3 addAmount = (TargetValue - CurrentValue)/TimeScale * timeStep; | ||
135 | CurrentValue += addAmount; | ||
136 | 139 | ||
137 | // The desired value reduces to zero which also reduces the difference with current. | 140 | // 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. | 141 | // If the decay time is infinite, don't decay at all. |
@@ -143,39 +146,50 @@ public class BSVMotor : BSMotor | |||
143 | TargetValue *= (1f - decayFactor); | 146 | TargetValue *= (1f - decayFactor); |
144 | } | 147 | } |
145 | 148 | ||
149 | // The amount we can correct the error is reduced by the friction | ||
146 | Vector3 frictionFactor = Vector3.Zero; | 150 | Vector3 frictionFactor = Vector3.Zero; |
147 | if (FrictionTimescale != BSMotor.InfiniteVector) | 151 | if (FrictionTimescale != BSMotor.InfiniteVector) |
148 | { | 152 | { |
149 | // frictionFactor = (Vector3.One / FrictionTimescale) * timeStep; | 153 | // frictionFactor = (Vector3.One / FrictionTimescale) * timeStep; |
150 | // Individual friction components can be 'infinite' so compute each separately. | 154 | // Individual friction components can be 'infinite' so compute each separately. |
151 | frictionFactor.X = FrictionTimescale.X == BSMotor.Infinite ? 0f : (1f / FrictionTimescale.X) * timeStep; | 155 | frictionFactor.X = (FrictionTimescale.X == BSMotor.Infinite) ? 0f : (1f / FrictionTimescale.X); |
152 | frictionFactor.Y = FrictionTimescale.Y == BSMotor.Infinite ? 0f : (1f / FrictionTimescale.Y) * timeStep; | 156 | frictionFactor.Y = (FrictionTimescale.Y == BSMotor.Infinite) ? 0f : (1f / FrictionTimescale.Y); |
153 | frictionFactor.Z = FrictionTimescale.Z == BSMotor.Infinite ? 0f : (1f / FrictionTimescale.Z) * timeStep; | 157 | frictionFactor.Z = (FrictionTimescale.Z == BSMotor.Infinite) ? 0f : (1f / FrictionTimescale.Z); |
158 | frictionFactor *= timeStep; | ||
154 | CurrentValue *= (Vector3.One - frictionFactor); | 159 | CurrentValue *= (Vector3.One - frictionFactor); |
155 | } | 160 | } |
156 | 161 | ||
157 | returnCurrent = CurrentValue; | 162 | MDetailLog("{0}, BSVMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},error={5},corr={6},targetDecay={6},decayFact={7},frictFac{8},curr={9},target={10},ret={11}", |
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, | 163 | BSScene.DetailLogZero, UseName, origCurrVal, origTarget, |
161 | timeStep, TimeScale, addAmount, | 164 | timeStep, error, correction, |
162 | TargetValueDecayTimeScale, decayFactor, | 165 | TargetValueDecayTimeScale, decayFactor, frictionFactor, |
163 | FrictionTimescale, frictionFactor); | 166 | CurrentValue, TargetValue, CurrentValue); |
164 | MDetailLog("{0}, BSVMotor.Step,nonZero,{1},curr={2},target={3},add={4},decay={5},frict={6},ret={7}", | ||
165 | BSScene.DetailLogZero, UseName, CurrentValue, TargetValue, | ||
166 | addAmount, decayFactor, frictionFactor, returnCurrent); | ||
167 | } | 167 | } |
168 | else | 168 | else |
169 | { | 169 | { |
170 | // Difference between what we have and target is small. Motor is done. | 170 | // Difference between what we have and target is small. Motor is done. |
171 | CurrentValue = Vector3.Zero; | 171 | CurrentValue = Vector3.Zero; |
172 | TargetValue = Vector3.Zero; | 172 | TargetValue = Vector3.Zero; |
173 | MDetailLog("{0}, BSVMotor.Step,zero,{1},ret={2}", | ||
174 | BSScene.DetailLogZero, UseName, CurrentValue); | ||
175 | } | ||
173 | 176 | ||
174 | MDetailLog("{0}, BSVMotor.Step,zero,{1},curr={2},target={3},ret={4}", | 177 | return CurrentValue; |
175 | BSScene.DetailLogZero, UseName, TargetValue, CurrentValue, returnCurrent); | 178 | } |
179 | public virtual Vector3 Step(float timeStep, Vector3 error) | ||
180 | { | ||
181 | Vector3 returnCorrection = Vector3.Zero; | ||
182 | if (!error.ApproxEquals(Vector3.Zero, ErrorZeroThreshold)) | ||
183 | { | ||
184 | // correction = error / secondsItShouldTakeToCorrect | ||
185 | Vector3 correctionAmount = error / TimeScale * timeStep; | ||
176 | 186 | ||
187 | returnCorrection = correctionAmount; | ||
188 | MDetailLog("{0}, BSVMotor.Step,nonZero,{1},timeStep={2},timeScale={3},err={4},corr={5},frictTS={6},ret={7}", | ||
189 | BSScene.DetailLogZero, UseName, timeStep, TimeScale, error, | ||
190 | correctionAmount, FrictionTimescale, returnCorrection); | ||
177 | } | 191 | } |
178 | return returnCurrent; | 192 | return returnCorrection; |
179 | } | 193 | } |
180 | public override string ToString() | 194 | public override string ToString() |
181 | { | 195 | { |
@@ -214,9 +228,14 @@ public class BSFMotor : BSMotor | |||
214 | // Good description at http://www.answers.com/topic/pid-controller . Includes processes for choosing p, i and d factors. | 228 | // Good description at http://www.answers.com/topic/pid-controller . Includes processes for choosing p, i and d factors. |
215 | public class BSPIDVMotor : BSVMotor | 229 | public class BSPIDVMotor : BSVMotor |
216 | { | 230 | { |
217 | public Vector3 pFactor { get; set; } // Amount of direct correction of an error (sometimes called 'proportional gain') | 231 | // Larger makes more overshoot, smaller means converge quicker. Range of 0.1 to 10. |
218 | public Vector3 iFactor { get; set; } // | 232 | public Vector3 proportionFactor { get; set; } |
219 | public Vector3 dFactor { get; set; } | 233 | public Vector3 integralFactor { get; set; } |
234 | public Vector3 derivFactor { get; set; } | ||
235 | // Arbritrary factor range. | ||
236 | // EfficiencyHigh means move quickly to the correct number. EfficiencyLow means might over correct. | ||
237 | public float EfficiencyHigh = 0.4f; | ||
238 | public float EfficiencyLow = 4.0f; | ||
220 | 239 | ||
221 | Vector3 IntegralFactor { get; set; } | 240 | Vector3 IntegralFactor { get; set; } |
222 | Vector3 LastError { get; set; } | 241 | Vector3 LastError { get; set; } |
@@ -224,17 +243,39 @@ public class BSPIDVMotor : BSVMotor | |||
224 | public BSPIDVMotor(string useName) | 243 | public BSPIDVMotor(string useName) |
225 | : base(useName) | 244 | : base(useName) |
226 | { | 245 | { |
227 | // larger makes more overshoot, smaller means converge quicker. Range of 0.1 to 10. | 246 | proportionFactor = new Vector3(1.00f, 1.00f, 1.00f); |
228 | pFactor = new Vector3(1.00f, 1.00f, 1.00f); | 247 | integralFactor = new Vector3(1.00f, 1.00f, 1.00f); |
229 | iFactor = new Vector3(1.00f, 1.00f, 1.00f); | 248 | derivFactor = new Vector3(1.00f, 1.00f, 1.00f); |
230 | dFactor = new Vector3(1.00f, 1.00f, 1.00f); | 249 | IntegralFactor = Vector3.Zero; |
250 | LastError = Vector3.Zero; | ||
231 | } | 251 | } |
232 | 252 | ||
233 | public override Vector3 Step(float timeStep) | 253 | public override void Zero() |
234 | { | 254 | { |
235 | // How far are we from where we should be | 255 | base.Zero(); |
236 | Vector3 error = TargetValue - CurrentValue; | 256 | } |
257 | |||
258 | public override float Efficiency | ||
259 | { | ||
260 | get { return base.Efficiency; } | ||
261 | set | ||
262 | { | ||
263 | base.Efficiency = Util.Clamp(value, 0f, 1f); | ||
264 | // Compute factors based on efficiency. | ||
265 | // If efficiency is high (1f), use a factor value that moves the error value to zero with little overshoot. | ||
266 | // If efficiency is low (0f), use a factor value that overcorrects. | ||
267 | // TODO: might want to vary contribution of different factor depending on efficiency. | ||
268 | float factor = ((1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow) / 3f; | ||
269 | // float factor = (1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow; | ||
270 | proportionFactor = new Vector3(factor, factor, factor); | ||
271 | integralFactor = new Vector3(factor, factor, factor); | ||
272 | derivFactor = new Vector3(factor, factor, factor); | ||
273 | } | ||
274 | } | ||
237 | 275 | ||
276 | // Ignore Current and Target Values and just advance the PID computation on this error. | ||
277 | public Vector3 Step(float timeStep, Vector3 error) | ||
278 | { | ||
238 | // Add up the error so we can integrate over the accumulated errors | 279 | // Add up the error so we can integrate over the accumulated errors |
239 | IntegralFactor += error * timeStep; | 280 | IntegralFactor += error * timeStep; |
240 | 281 | ||
@@ -242,9 +283,8 @@ public class BSPIDVMotor : BSVMotor | |||
242 | Vector3 derivFactor = (error - LastError) * timeStep; | 283 | Vector3 derivFactor = (error - LastError) * timeStep; |
243 | LastError = error; | 284 | LastError = error; |
244 | 285 | ||
245 | // Proportion Integral Derivitive | 286 | // Correction = -(proportionOfPresentError + accumulationOfPastError + rateOfChangeOfError) |
246 | // Correction = proportionOfPresentError + accumulationOfPastError + rateOfChangeOfError | 287 | Vector3 ret = -(error * proportionFactor + IntegralFactor * integralFactor + derivFactor * derivFactor); |
247 | Vector3 ret = error * pFactor + IntegralFactor * iFactor + derivFactor * dFactor; | ||
248 | 288 | ||
249 | return ret; | 289 | return ret; |
250 | } | 290 | } |