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