BulletSim: reorganize motor step code to separate error computation allowing subclass for PID error correction.
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				|  | @ -29,13 +29,14 @@ using System; | ||||||
| using System.Collections.Generic; | using System.Collections.Generic; | ||||||
| using System.Text; | using System.Text; | ||||||
| using OpenMetaverse; | using OpenMetaverse; | ||||||
|  | using OpenSim.Framework; | ||||||
| 
 | 
 | ||||||
| namespace OpenSim.Region.Physics.BulletSPlugin | namespace OpenSim.Region.Physics.BulletSPlugin | ||||||
| { | { | ||||||
| public abstract class BSMotor | public abstract class BSMotor | ||||||
| { | { | ||||||
|     // Timescales and other things can be turned off by setting them to 'infinite'. |     // Timescales and other things can be turned off by setting them to 'infinite'. | ||||||
|     public const float Infinite = 12345f; |     public const float Infinite = 12345.6f; | ||||||
|     public readonly static Vector3 InfiniteVector = new Vector3(BSMotor.Infinite, BSMotor.Infinite, BSMotor.Infinite); |     public readonly static Vector3 InfiniteVector = new Vector3(BSMotor.Infinite, BSMotor.Infinite, BSMotor.Infinite); | ||||||
| 
 | 
 | ||||||
|     public BSMotor(string useName) |     public BSMotor(string useName) | ||||||
|  | @ -62,12 +63,16 @@ public abstract class BSMotor | ||||||
|         } |         } | ||||||
|     } |     } | ||||||
| } | } | ||||||
| // Can all the incremental stepping be replaced with motor classes? |  | ||||||
| 
 | 
 | ||||||
| // Motor which moves CurrentValue to TargetValue over TimeScale seconds. | // Motor which moves CurrentValue to TargetValue over TimeScale seconds. | ||||||
| // The TargetValue decays in TargetValueDecayTimeScale and | // The TargetValue decays in TargetValueDecayTimeScale and | ||||||
| //     the CurrentValue will be held back by FrictionTimeScale. | //     the CurrentValue will be held back by FrictionTimeScale. | ||||||
| // TimeScale and TargetDelayTimeScale may be 'infinite' which means go decay. | // This motor will "zero itself" over time in that the targetValue will | ||||||
|  | //    decay to zero and the currentValue will follow it to that zero. | ||||||
|  | //    The overall effect is for the returned correction value to go from large | ||||||
|  | //    values (the total difference between current and target minus friction) | ||||||
|  | //    to small and eventually zero values. | ||||||
|  | // TimeScale and TargetDelayTimeScale may be 'infinite' which means no decay. | ||||||
| 
 | 
 | ||||||
| // For instance, if something is moving at speed X and the desired speed is Y, | // For instance, if something is moving at speed X and the desired speed is Y, | ||||||
| //    CurrentValue is X and TargetValue is Y. As the motor is stepped, new | //    CurrentValue is X and TargetValue is Y. As the motor is stepped, new | ||||||
|  | @ -81,13 +86,15 @@ public class BSVMotor : BSMotor | ||||||
|     // public Vector3 FrameOfReference { get; set; } |     // public Vector3 FrameOfReference { get; set; } | ||||||
|     // public Vector3 Offset { get; set; } |     // public Vector3 Offset { get; set; } | ||||||
| 
 | 
 | ||||||
|     public float TimeScale { get; set; } |     public virtual float TimeScale { get; set; } | ||||||
|     public float TargetValueDecayTimeScale { get; set; } |     public virtual float TargetValueDecayTimeScale { get; set; } | ||||||
|     public Vector3 FrictionTimescale { get; set; } |     public virtual Vector3 FrictionTimescale { get; set; } | ||||||
|     public float Efficiency { get; set; } |     public virtual float Efficiency { get; set; } | ||||||
| 
 | 
 | ||||||
|     public Vector3 TargetValue { get; private set; } |     public virtual float ErrorZeroThreshold { get; set; } | ||||||
|     public Vector3 CurrentValue { get; private set; } | 
 | ||||||
|  |     public virtual Vector3 TargetValue { get; private set; } | ||||||
|  |     public virtual Vector3 CurrentValue { get; private set; } | ||||||
| 
 | 
 | ||||||
|     public BSVMotor(string useName) |     public BSVMotor(string useName) | ||||||
|         : base(useName) |         : base(useName) | ||||||
|  | @ -96,6 +103,7 @@ public class BSVMotor : BSMotor | ||||||
|         Efficiency = 1f; |         Efficiency = 1f; | ||||||
|         FrictionTimescale = BSMotor.InfiniteVector; |         FrictionTimescale = BSMotor.InfiniteVector; | ||||||
|         CurrentValue = TargetValue = Vector3.Zero; |         CurrentValue = TargetValue = Vector3.Zero; | ||||||
|  |         ErrorZeroThreshold = 0.01f; | ||||||
|     } |     } | ||||||
|     public BSVMotor(string useName, float timeScale, float decayTimeScale, Vector3 frictionTimeScale, float efficiency)  |     public BSVMotor(string useName, float timeScale, float decayTimeScale, Vector3 frictionTimeScale, float efficiency)  | ||||||
|         : this(useName) |         : this(useName) | ||||||
|  | @ -115,24 +123,19 @@ public class BSVMotor : BSMotor | ||||||
|         TargetValue = target; |         TargetValue = target; | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|     // A form of stepping that does not take the time quantum into account. |     // Compute the next step and return the new current value | ||||||
|     // The caller must do the right thing later. |  | ||||||
|     public virtual Vector3 Step() |  | ||||||
|     { |  | ||||||
|         return Step(1f); |  | ||||||
|     } |  | ||||||
| 
 |  | ||||||
|     public virtual Vector3 Step(float timeStep) |     public virtual Vector3 Step(float timeStep) | ||||||
|     { |     { | ||||||
|         Vector3 returnCurrent = Vector3.Zero; |         Vector3 origTarget = TargetValue;       // DEBUG | ||||||
|         if (!CurrentValue.ApproxEquals(TargetValue, 0.01f)) |         Vector3 origCurrVal = CurrentValue;     // DEBUG | ||||||
|         { |  | ||||||
|             Vector3 origTarget = TargetValue;       // DEBUG |  | ||||||
|             Vector3 origCurrVal = CurrentValue;   // DEBUG |  | ||||||
| 
 | 
 | ||||||
|             // Addition =  (desiredVector - currentAppliedVector) / secondsItShouldTakeToComplete |         Vector3 correction = Vector3.Zero; | ||||||
|             Vector3 addAmount = (TargetValue - CurrentValue)/TimeScale * timeStep; |         Vector3 error = TargetValue - CurrentValue; | ||||||
|             CurrentValue += addAmount; |         if (!error.ApproxEquals(Vector3.Zero, ErrorZeroThreshold)) | ||||||
|  |         { | ||||||
|  |             correction = Step(timeStep, error); | ||||||
|  | 
 | ||||||
|  |             CurrentValue += correction; | ||||||
| 
 | 
 | ||||||
|             // The desired value reduces to zero which also reduces the difference with current. |             // The desired value reduces to zero which also reduces the difference with current. | ||||||
|             // If the decay time is infinite, don't decay at all. |             // If the decay time is infinite, don't decay at all. | ||||||
|  | @ -143,39 +146,50 @@ public class BSVMotor : BSMotor | ||||||
|                 TargetValue *= (1f - decayFactor); |                 TargetValue *= (1f - decayFactor); | ||||||
|             } |             } | ||||||
| 
 | 
 | ||||||
|  |             // The amount we can correct the error is reduced by the friction | ||||||
|             Vector3 frictionFactor = Vector3.Zero; |             Vector3 frictionFactor = Vector3.Zero; | ||||||
|             if (FrictionTimescale != BSMotor.InfiniteVector) |             if (FrictionTimescale != BSMotor.InfiniteVector) | ||||||
|             { |             { | ||||||
|                 // frictionFactor = (Vector3.One / FrictionTimescale) * timeStep; |                 // frictionFactor = (Vector3.One / FrictionTimescale) * timeStep; | ||||||
|                 // Individual friction components can be 'infinite' so compute each separately. |                 // Individual friction components can be 'infinite' so compute each separately. | ||||||
|                 frictionFactor.X = FrictionTimescale.X == BSMotor.Infinite ? 0f : (1f / FrictionTimescale.X) * timeStep; |                 frictionFactor.X = (FrictionTimescale.X == BSMotor.Infinite) ? 0f : (1f / FrictionTimescale.X); | ||||||
|                 frictionFactor.Y = FrictionTimescale.Y == BSMotor.Infinite ? 0f : (1f / FrictionTimescale.Y) * timeStep; |                 frictionFactor.Y = (FrictionTimescale.Y == BSMotor.Infinite) ? 0f : (1f / FrictionTimescale.Y); | ||||||
|                 frictionFactor.Z = FrictionTimescale.Z == BSMotor.Infinite ? 0f : (1f / FrictionTimescale.Z) * timeStep; |                 frictionFactor.Z = (FrictionTimescale.Z == BSMotor.Infinite) ? 0f : (1f / FrictionTimescale.Z); | ||||||
|  |                 frictionFactor *= timeStep; | ||||||
|                 CurrentValue *= (Vector3.One - frictionFactor); |                 CurrentValue *= (Vector3.One - frictionFactor); | ||||||
|             } |             } | ||||||
| 
 | 
 | ||||||
|             returnCurrent = CurrentValue; |             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}", | ||||||
| 
 |  | ||||||
|             MDetailLog("{0},  BSVMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},timeScale={5},addAmnt={6},targetDecay={7},decayFact={8},fricTS={9},frictFact={10}", |  | ||||||
|                                 BSScene.DetailLogZero, UseName, origCurrVal, origTarget, |                                 BSScene.DetailLogZero, UseName, origCurrVal, origTarget, | ||||||
|                                 timeStep, TimeScale, addAmount, |                                 timeStep, error, correction, | ||||||
|                                 TargetValueDecayTimeScale, decayFactor, |                                 TargetValueDecayTimeScale, decayFactor, frictionFactor, | ||||||
|                                 FrictionTimescale, frictionFactor); |                                 CurrentValue, TargetValue, CurrentValue); | ||||||
|             MDetailLog("{0},  BSVMotor.Step,nonZero,{1},curr={2},target={3},add={4},decay={5},frict={6},ret={7}", |  | ||||||
|                                     BSScene.DetailLogZero, UseName, CurrentValue, TargetValue, |  | ||||||
|                                     addAmount, decayFactor, frictionFactor, returnCurrent); |  | ||||||
|         } |         } | ||||||
|         else |         else | ||||||
|         { |         { | ||||||
|             // Difference between what we have and target is small. Motor is done. |             // Difference between what we have and target is small. Motor is done. | ||||||
|             CurrentValue = Vector3.Zero; |             CurrentValue = Vector3.Zero; | ||||||
|             TargetValue = Vector3.Zero; |             TargetValue = Vector3.Zero; | ||||||
| 
 |             MDetailLog("{0},  BSVMotor.Step,zero,{1},ret={2}", | ||||||
|             MDetailLog("{0},  BSVMotor.Step,zero,{1},curr={2},target={3},ret={4}", |                         BSScene.DetailLogZero, UseName, CurrentValue); | ||||||
|                                     BSScene.DetailLogZero, UseName, TargetValue, CurrentValue, returnCurrent); |  | ||||||
| 
 |  | ||||||
|         } |         } | ||||||
|         return returnCurrent; | 
 | ||||||
|  |         return CurrentValue; | ||||||
|  |     } | ||||||
|  |     public virtual Vector3 Step(float timeStep, Vector3 error) | ||||||
|  |     { | ||||||
|  |         Vector3 returnCorrection = Vector3.Zero; | ||||||
|  |         if (!error.ApproxEquals(Vector3.Zero, ErrorZeroThreshold)) | ||||||
|  |         { | ||||||
|  |             // correction =  error / secondsItShouldTakeToCorrect | ||||||
|  |             Vector3 correctionAmount = error / TimeScale * timeStep; | ||||||
|  | 
 | ||||||
|  |             returnCorrection = correctionAmount; | ||||||
|  |             MDetailLog("{0},  BSVMotor.Step,nonZero,{1},timeStep={2},timeScale={3},err={4},corr={5},frictTS={6},ret={7}", | ||||||
|  |                                     BSScene.DetailLogZero, UseName, timeStep, TimeScale, error, | ||||||
|  |                                     correctionAmount, FrictionTimescale, returnCorrection); | ||||||
|  |         } | ||||||
|  |         return returnCorrection; | ||||||
|     } |     } | ||||||
|     public override string ToString() |     public override string ToString() | ||||||
|     { |     { | ||||||
|  | @ -214,9 +228,14 @@ public class BSFMotor : BSMotor | ||||||
| // Good description at http://www.answers.com/topic/pid-controller . Includes processes for choosing p, i and d factors. | // Good description at http://www.answers.com/topic/pid-controller . Includes processes for choosing p, i and d factors. | ||||||
| public class BSPIDVMotor : BSVMotor | public class BSPIDVMotor : BSVMotor | ||||||
| { | { | ||||||
|     public Vector3 pFactor { get; set; }    // Amount of direct correction of an error (sometimes called 'proportional gain') |     // Larger makes more overshoot, smaller means converge quicker. Range of 0.1 to 10. | ||||||
|     public Vector3 iFactor { get; set; }    //  |     public Vector3 proportionFactor { get; set; } | ||||||
|     public Vector3 dFactor { get; set; } |     public Vector3 integralFactor { get; set; } | ||||||
|  |     public Vector3 derivFactor { get; set; } | ||||||
|  |     // Arbritrary factor range. | ||||||
|  |     // EfficiencyHigh means move quickly to the correct number. EfficiencyLow means might over correct. | ||||||
|  |     public float EfficiencyHigh = 0.4f; | ||||||
|  |     public float EfficiencyLow = 4.0f; | ||||||
| 
 | 
 | ||||||
|     Vector3 IntegralFactor { get; set; } |     Vector3 IntegralFactor { get; set; } | ||||||
|     Vector3 LastError { get; set; } |     Vector3 LastError { get; set; } | ||||||
|  | @ -224,17 +243,39 @@ public class BSPIDVMotor : BSVMotor | ||||||
|     public BSPIDVMotor(string useName) |     public BSPIDVMotor(string useName) | ||||||
|         : base(useName) |         : base(useName) | ||||||
|     { |     { | ||||||
|         // larger makes more overshoot, smaller means converge quicker. Range of 0.1 to 10. |         proportionFactor = new Vector3(1.00f, 1.00f, 1.00f); | ||||||
|         pFactor = new Vector3(1.00f, 1.00f, 1.00f); |         integralFactor = new Vector3(1.00f, 1.00f, 1.00f); | ||||||
|         iFactor = new Vector3(1.00f, 1.00f, 1.00f); |         derivFactor = new Vector3(1.00f, 1.00f, 1.00f); | ||||||
|         dFactor = new Vector3(1.00f, 1.00f, 1.00f); |         IntegralFactor = Vector3.Zero; | ||||||
|  |         LastError = Vector3.Zero; | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|     public override Vector3 Step(float timeStep) |     public override void Zero() | ||||||
|     { |     { | ||||||
|         // How far are we from where we should be |         base.Zero(); | ||||||
|         Vector3 error = TargetValue - CurrentValue; |     } | ||||||
| 
 | 
 | ||||||
|  |     public override float Efficiency | ||||||
|  |     { | ||||||
|  |         get { return base.Efficiency; } | ||||||
|  |         set | ||||||
|  |         { | ||||||
|  |             base.Efficiency = Util.Clamp(value, 0f, 1f); | ||||||
|  |             // Compute factors based on efficiency. | ||||||
|  |             // If efficiency is high (1f), use a factor value that moves the error value to zero with little overshoot. | ||||||
|  |             // If efficiency is low (0f), use a factor value that overcorrects. | ||||||
|  |             // TODO: might want to vary contribution of different factor depending on efficiency. | ||||||
|  |             float factor = ((1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow) / 3f; | ||||||
|  |             // float factor = (1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow; | ||||||
|  |             proportionFactor = new Vector3(factor, factor, factor); | ||||||
|  |             integralFactor = new Vector3(factor, factor, factor); | ||||||
|  |             derivFactor = new Vector3(factor, factor, factor); | ||||||
|  |         } | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|  |     // Ignore Current and Target Values and just advance the PID computation on this error. | ||||||
|  |     public Vector3 Step(float timeStep, Vector3 error) | ||||||
|  |     { | ||||||
|         // Add up the error so we can integrate over the accumulated errors |         // Add up the error so we can integrate over the accumulated errors | ||||||
|         IntegralFactor += error * timeStep; |         IntegralFactor += error * timeStep; | ||||||
| 
 | 
 | ||||||
|  | @ -242,9 +283,8 @@ public class BSPIDVMotor : BSVMotor | ||||||
|         Vector3 derivFactor = (error - LastError) * timeStep; |         Vector3 derivFactor = (error - LastError) * timeStep; | ||||||
|         LastError = error; |         LastError = error; | ||||||
| 
 | 
 | ||||||
|         //                   Proportion                  Integral               Derivitive |         // Correction = -(proportionOfPresentError +      accumulationOfPastError    +     rateOfChangeOfError) | ||||||
|         // Correction = proportionOfPresentError + accumulationOfPastError + rateOfChangeOfError |         Vector3 ret   = -(error * proportionFactor + IntegralFactor * integralFactor + derivFactor * derivFactor); | ||||||
|         Vector3 ret =        error * pFactor    + IntegralFactor * iFactor + derivFactor * dFactor; |  | ||||||
| 
 | 
 | ||||||
|         return ret; |         return ret; | ||||||
|     } |     } | ||||||
|  |  | ||||||
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	 Robert Adams
						Robert Adams