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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- *
- */
- using System;
- using System.Collections.Generic;
- using System.Text;
- using OpenMetaverse;
- using OpenSim.Framework;
- namespace OpenSim.Region.PhysicsModule.BulletS
- {
- public abstract class BSMotor
- {
- // Timescales and other things can be turned off by setting them to 'infinite'.
- public const float Infinite = 12345.6f;
- public readonly static Vector3 InfiniteVector = new Vector3(BSMotor.Infinite, BSMotor.Infinite, BSMotor.Infinite);
- public BSMotor(string useName)
- {
- UseName = useName;
- PhysicsScene = null;
- Enabled = true;
- }
- public virtual bool Enabled { get; set; }
- public virtual void Reset() { }
- public virtual void Zero() { }
- public virtual void GenerateTestOutput(float timeStep) { }
- // A name passed at motor creation for easily identifyable debugging messages.
- public string UseName { get; private set; }
- // Used only for outputting debug information. Might not be set so check for null.
- public BSScene PhysicsScene { get; set; }
- protected void MDetailLog(string msg, params Object[] parms)
- {
- if (PhysicsScene != null)
- {
- PhysicsScene.DetailLog(msg, parms);
- }
- }
- }
- // Motor which moves CurrentValue to TargetValue over TimeScale seconds.
- // The TargetValue decays in TargetValueDecayTimeScale.
- // 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 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,
- // CurrentValue is X and TargetValue is Y. As the motor is stepped, new
- // values of CurrentValue are returned that approach the TargetValue.
- // The feature of decaying TargetValue is so vehicles will eventually
- // come to a stop rather than run forever. This can be disabled by
- // setting TargetValueDecayTimescale to 'infinite'.
- // The change from CurrentValue to TargetValue is linear over TimeScale seconds.
- public class BSVMotor : BSMotor
- {
- // public Vector3 FrameOfReference { get; set; }
- // public Vector3 Offset { get; set; }
- public virtual float TimeScale { get; set; }
- public virtual float TargetValueDecayTimeScale { get; set; }
- public virtual float Efficiency { get; set; }
- public virtual float ErrorZeroThreshold { get; set; }
- public virtual Vector3 TargetValue { get; protected set; }
- public virtual Vector3 CurrentValue { get; protected set; }
- public virtual Vector3 LastError { get; protected set; }
- public virtual bool ErrorIsZero()
- {
- return ErrorIsZero(LastError);
- }
- public virtual bool ErrorIsZero(Vector3 err)
- {
- return err.ApproxZero(ErrorZeroThreshold);
- }
- public BSVMotor(string useName)
- : base(useName)
- {
- TimeScale = TargetValueDecayTimeScale = BSMotor.Infinite;
- Efficiency = 1f;
- CurrentValue = TargetValue = Vector3.Zero;
- ErrorZeroThreshold = 0.001f;
- }
- public BSVMotor(string useName, float timeScale, float decayTimeScale, float efficiency)
- : this(useName)
- {
- TimeScale = timeScale;
- TargetValueDecayTimeScale = decayTimeScale;
- Efficiency = efficiency;
- CurrentValue = TargetValue = Vector3.Zero;
- }
- public void SetCurrent(Vector3 current)
- {
- CurrentValue = current;
- }
- public void SetTarget(Vector3 target)
- {
- TargetValue = target;
- }
- public override void Zero()
- {
- base.Zero();
- CurrentValue = TargetValue = Vector3.Zero;
- }
- // Compute the next step and return the new current value.
- // Returns the correction needed to move 'current' to 'target'.
- public virtual Vector3 Step(float timeStep)
- {
- if (!Enabled) return TargetValue;
- Vector3 origTarget = TargetValue; // DEBUG
- Vector3 origCurrVal = CurrentValue; // DEBUG
- Vector3 correction = Vector3.Zero;
- Vector3 error = TargetValue - CurrentValue;
- if (!ErrorIsZero(error))
- {
- correction = StepError(timeStep, error);
- CurrentValue += correction;
- // The desired value reduces to zero which also reduces the difference with current.
- // If the decay time is infinite, don't decay at all.
- float decayFactor = 0f;
- if (TargetValueDecayTimeScale != BSMotor.Infinite)
- {
- decayFactor = (1.0f / TargetValueDecayTimeScale) * timeStep;
- TargetValue *= (1f - decayFactor);
- }
- MDetailLog("{0}, BSVMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},err={5},corr={6}",
- BSScene.DetailLogZero, UseName, origCurrVal, origTarget,
- timeStep, error, correction);
- MDetailLog("{0}, BSVMotor.Step,nonZero,{1},tgtDecayTS={2},decayFact={3},tgt={4},curr={5}",
- BSScene.DetailLogZero, UseName, TargetValueDecayTimeScale, decayFactor, TargetValue, CurrentValue);
- }
- else
- {
- // Difference between what we have and target is small. Motor is done.
- if (TargetValue.ApproxEquals(Vector3.Zero, ErrorZeroThreshold))
- {
- // The target can step down to nearly zero but not get there. If close to zero
- // it is really zero.
- TargetValue = Vector3.Zero;
- }
- CurrentValue = TargetValue;
- MDetailLog("{0}, BSVMotor.Step,zero,{1},origTgt={2},origCurr={3},currTgt={4},currCurr={5}",
- BSScene.DetailLogZero, UseName, origCurrVal, origTarget, TargetValue, CurrentValue);
- }
- LastError = error;
- return correction;
- }
- // version of step that sets the current value before doing the step
- public virtual Vector3 Step(float timeStep, Vector3 current)
- {
- CurrentValue = current;
- return Step(timeStep);
- }
- // Given and error, computer a correction for this step.
- // Simple scaling of the error by the timestep.
- public virtual Vector3 StepError(float timeStep, Vector3 error)
- {
- if (!Enabled) return Vector3.Zero;
- Vector3 returnCorrection = Vector3.Zero;
- if (!ErrorIsZero(error))
- {
- // correction = error / secondsItShouldTakeToCorrect
- Vector3 correctionAmount;
- if (TimeScale == 0f || TimeScale == BSMotor.Infinite)
- correctionAmount = error * timeStep;
- else
- correctionAmount = error / TimeScale * timeStep;
- returnCorrection = correctionAmount;
- MDetailLog("{0}, BSVMotor.Step,nonZero,{1},timeStep={2},timeScale={3},err={4},corr={5}",
- BSScene.DetailLogZero, UseName, timeStep, TimeScale, error, correctionAmount);
- }
- return returnCorrection;
- }
- // The user sets all the parameters and calls this which outputs values until error is zero.
- public override void GenerateTestOutput(float timeStep)
- {
- // maximum number of outputs to generate.
- int maxOutput = 50;
- MDetailLog("{0},BSVMotor.Test,{1},===================================== BEGIN Test Output", BSScene.DetailLogZero, UseName);
- MDetailLog("{0},BSVMotor.Test,{1},timeScale={2},targDlyTS={3},eff={4},curr={5},tgt={6}",
- BSScene.DetailLogZero, UseName,
- TimeScale, TargetValueDecayTimeScale, Efficiency,
- CurrentValue, TargetValue);
- LastError = BSMotor.InfiniteVector;
- while (maxOutput-- > 0 && !ErrorIsZero())
- {
- Vector3 lastStep = Step(timeStep);
- MDetailLog("{0},BSVMotor.Test,{1},cur={2},tgt={3},lastError={4},lastStep={5}",
- BSScene.DetailLogZero, UseName, CurrentValue, TargetValue, LastError, lastStep);
- }
- MDetailLog("{0},BSVMotor.Test,{1},===================================== END Test Output", BSScene.DetailLogZero, UseName);
- }
- public override string ToString()
- {
- return String.Format("<{0},curr={1},targ={2},lastErr={3},decayTS={4}>",
- UseName, CurrentValue, TargetValue, LastError, TargetValueDecayTimeScale);
- }
- }
- // ============================================================================
- // ============================================================================
- public class BSFMotor : BSMotor
- {
- public virtual float TimeScale { get; set; }
- public virtual float TargetValueDecayTimeScale { get; set; }
- public virtual float Efficiency { get; set; }
- public virtual float ErrorZeroThreshold { get; set; }
- public virtual float TargetValue { get; protected set; }
- public virtual float CurrentValue { get; protected set; }
- public virtual float LastError { get; protected set; }
- public virtual bool ErrorIsZero()
- {
- return ErrorIsZero(LastError);
- }
- public virtual bool ErrorIsZero(float err)
- {
- return (err >= -ErrorZeroThreshold && err <= ErrorZeroThreshold);
- }
- public BSFMotor(string useName, float timeScale, float decayTimescale, float efficiency)
- : base(useName)
- {
- TimeScale = TargetValueDecayTimeScale = BSMotor.Infinite;
- Efficiency = 1f;
- CurrentValue = TargetValue = 0f;
- ErrorZeroThreshold = 0.01f;
- }
- public void SetCurrent(float current)
- {
- CurrentValue = current;
- }
- public void SetTarget(float target)
- {
- TargetValue = target;
- }
- public override void Zero()
- {
- base.Zero();
- CurrentValue = TargetValue = 0f;
- }
- public virtual float Step(float timeStep)
- {
- if (!Enabled) return TargetValue;
- float origTarget = TargetValue; // DEBUG
- float origCurrVal = CurrentValue; // DEBUG
- float correction = 0f;
- float error = TargetValue - CurrentValue;
- if (!ErrorIsZero(error))
- {
- correction = StepError(timeStep, error);
- CurrentValue += correction;
- // The desired value reduces to zero which also reduces the difference with current.
- // If the decay time is infinite, don't decay at all.
- float decayFactor = 0f;
- if (TargetValueDecayTimeScale != BSMotor.Infinite)
- {
- decayFactor = (1.0f / TargetValueDecayTimeScale) * timeStep;
- TargetValue *= (1f - decayFactor);
- }
- MDetailLog("{0}, BSFMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},err={5},corr={6}",
- BSScene.DetailLogZero, UseName, origCurrVal, origTarget,
- timeStep, error, correction);
- MDetailLog("{0}, BSFMotor.Step,nonZero,{1},tgtDecayTS={2},decayFact={3},tgt={4},curr={5}",
- BSScene.DetailLogZero, UseName, TargetValueDecayTimeScale, decayFactor, TargetValue, CurrentValue);
- }
- else
- {
- // Difference between what we have and target is small. Motor is done.
- if (Util.InRange<float>(TargetValue, -ErrorZeroThreshold, ErrorZeroThreshold))
- {
- // The target can step down to nearly zero but not get there. If close to zero
- // it is really zero.
- TargetValue = 0f;
- }
- CurrentValue = TargetValue;
- MDetailLog("{0}, BSFMotor.Step,zero,{1},origTgt={2},origCurr={3},ret={4}",
- BSScene.DetailLogZero, UseName, origCurrVal, origTarget, CurrentValue);
- }
- LastError = error;
- return CurrentValue;
- }
- public virtual float StepError(float timeStep, float error)
- {
- if (!Enabled) return 0f;
- float returnCorrection = 0f;
- if (!ErrorIsZero(error))
- {
- // correction = error / secondsItShouldTakeToCorrect
- float correctionAmount;
- if (TimeScale == 0f || TimeScale == BSMotor.Infinite)
- correctionAmount = error * timeStep;
- else
- correctionAmount = error / TimeScale * timeStep;
- returnCorrection = correctionAmount;
- MDetailLog("{0}, BSFMotor.Step,nonZero,{1},timeStep={2},timeScale={3},err={4},corr={5}",
- BSScene.DetailLogZero, UseName, timeStep, TimeScale, error, correctionAmount);
- }
- return returnCorrection;
- }
- public override string ToString()
- {
- return String.Format("<{0},curr={1},targ={2},lastErr={3},decayTS={4}>",
- UseName, CurrentValue, TargetValue, LastError, TargetValueDecayTimeScale);
- }
- }
- // ============================================================================
- // ============================================================================
- // Proportional, Integral, Derivitive ("PID") Motor
- // Good description at http://www.answers.com/topic/pid-controller . Includes processes for choosing p, i and d factors.
- public class BSPIDVMotor : BSVMotor
- {
- // Larger makes more overshoot, smaller means converge quicker. Range of 0.1 to 10.
- public Vector3 proportionFactor { get; set; }
- public Vector3 integralFactor { get; set; }
- public Vector3 derivFactor { get; set; }
- // The factors are vectors for the three dimensions. This is the proportional of each
- // that is applied. This could be multiplied through the actual factors but it
- // is sometimes easier to manipulate the factors and their mix separately.
- public Vector3 FactorMix;
- // 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;
- // Running integration of the error
- Vector3 RunningIntegration { get; set; }
- public BSPIDVMotor(string useName)
- : base(useName)
- {
- proportionFactor = new Vector3(1.00f, 1.00f, 1.00f);
- integralFactor = new Vector3(1.00f, 1.00f, 1.00f);
- derivFactor = new Vector3(1.00f, 1.00f, 1.00f);
- FactorMix = new Vector3(0.5f, 0.25f, 0.25f);
- RunningIntegration = Vector3.Zero;
- LastError = Vector3.Zero;
- }
- public override void Zero()
- {
- base.Zero();
- }
- public override float Efficiency
- {
- get { return base.Efficiency; }
- set
- {
- base.Efficiency = Math.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);
- MDetailLog("{0}, BSPIDVMotor.setEfficiency,eff={1},factor={2}", BSScene.DetailLogZero, Efficiency, factor);
- }
- }
- // Advance the PID computation on this error.
- public override Vector3 StepError(float timeStep, Vector3 error)
- {
- if (!Enabled) return Vector3.Zero;
- // Add up the error so we can integrate over the accumulated errors
- RunningIntegration += error * timeStep;
- // A simple derivitive is the rate of change from the last error.
- Vector3 derivitive = (error - LastError) * timeStep;
- // Correction = (proportionOfPresentError + accumulationOfPastError + rateOfChangeOfError)
- Vector3 ret = error / TimeScale * timeStep * proportionFactor * FactorMix.X
- + RunningIntegration / TimeScale * integralFactor * FactorMix.Y
- + derivitive / TimeScale * derivFactor * FactorMix.Z
- ;
- MDetailLog("{0}, BSPIDVMotor.step,ts={1},err={2},lerr={3},runnInt={4},deriv={5},ret={6}",
- BSScene.DetailLogZero, timeStep, error, LastError, RunningIntegration, derivitive, ret);
- return ret;
- }
- }
- }
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