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flightgear/src/FDM/JSBSim/FGPropulsion.h

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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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Header: FGPropulsion.h
Author: Jon S. Berndt
Date started: 08/20/00
------------- Copyright (C) 1999 Jon S. Berndt (jsb@hal-pc.org) -------------
This program is free software; you can redistribute it and/or modify it under
the terms of the GNU General Public License as published by the Free Software
Foundation; either version 2 of the License, or (at your option) any later
version.
This program is distributed in the hope that it will be useful, but WITHOUT
ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
details.
You should have received a copy of the GNU General Public License along with
this program; if not, write to the Free Software Foundation, Inc., 59 Temple
Place - Suite 330, Boston, MA 02111-1307, USA.
Further information about the GNU General Public License can also be found on
the world wide web at http://www.gnu.org.
HISTORY
--------------------------------------------------------------------------------
08/20/00 JSB Created
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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SENTRY
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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#ifndef FGPROPULSION_H
#define FGPROPULSION_H
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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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INCLUDES
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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#ifdef FGFS
# include <simgear/compiler.h>
# ifdef SG_HAVE_STD_INCLUDES
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# include <vector>
# include <iterator>
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# else
# include <vector.h>
# include <iterator.h>
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# endif
#else
# include <vector>
# include <iterator>
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#endif
#include "FGModel.h"
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#include "FGRocket.h"
#include "FGPiston.h"
#include "FGTurboShaft.h"
#include "FGTurboJet.h"
#include "FGTurboProp.h"
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#include "FGTank.h"
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#include "FGPropeller.h"
#include "FGNozzle.h"
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
DEFINITIONS
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
#define ID_PROPULSION "$Id$"
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
FORWARD DECLARATIONS
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
COMMENTS, REFERENCES, and NOTES [use "class documentation" below for API docs]
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
CLASS DOCUMENTATION
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
/** Propulsion management class.
FGPropulsion manages all aspects of propulsive force generation, including
containment of engines, tanks, and thruster class instances in STL vectors,
and the interaction and communication between them.
@author Jon S. Berndt
@version $Id$
@see FGEngine
@see FGTank
@see FGThruster
*/
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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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CLASS DECLARATION
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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class FGPropulsion : public FGModel {
public:
FGPropulsion(FGFDMExec*);
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~FGPropulsion();
/** Executes the propulsion model.
The initial plan for the FGPropulsion class calls for Run() to be executed,
performing the following tasks:
<ol>
<li>Determine the drag - or power required - for the attached thrust effector
for this engine so that any feedback to the engine can be performed. This
is done by calling FGThruster::CalculatePReq()</li>
<li>Given 1, above, calculate the power available from the engine. This is
done by calling FGEngine::CalculatePAvail()</li>
<li>Next, calculate the thrust output from the thruster model given the power
available and the power required. This may also result in new performance
numbers for the thruster in the case of the propeller, at least. This
result is returned from a call to Calculate().</li></ol>
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[Note: Should we be checking the Starved flag here?] */
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bool Run(void);
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/** Loads the propulsion system (engine[s], tank[s], thruster[s]).
Characteristics of the propulsion system are read in from the config file.
@param AC_cfg pointer to the config file instance that describes the
aircraft being modeled.
@return true if successfully loaded, otherwise false */
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bool Load(FGConfigFile* AC_cfg);
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/// Retrieves the number of engines defined for the aircraft.
inline unsigned int GetNumEngines(void) {return Engines.size();}
/** Retrieves an engine object pointer from the list of engines.
@param index the engine index within the vector container
@return the address of the specific engine, or zero if no such engine is
available */
inline FGEngine* GetEngine(unsigned int index) {
if (index <= Engines.size()-1) return Engines[index];
else return 0L; }
/** Retrieves a tank object pointer from the list of tanks.
@param index the tank index within the vector container
@return the address of the specific tank, or zero if no such tank is
available */
inline FGTank* GetTank(unsigned int index) {
if (index <= Tanks.size()-1) return Tanks[index];
else return 0L; }
/** Retrieves a thruster object pointer from the list of thrusters.
@param index the thruster index within the vector container
@return the address of the specific thruster, or zero if no such thruster is
available */
inline FGThruster* GetThruster(unsigned int index) {
if (index <= Thrusters.size()-1) return Thrusters[index];
else return 0L; }
/** Returns the number of fuel tanks currently actively supplying fuel */
inline int GetnumSelectedFuelTanks(void) {return numSelectedFuelTanks;}
/** Returns the number of oxidizer tanks currently actively supplying oxidizer */
inline int GetnumSelectedOxiTanks(void) {return numSelectedOxiTanks;}
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/** Loops the engines/thrusters until thrust output steady (used for trimming) */
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bool GetSteadyState(void);
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/** starts the engines in IC mode (dt=0). All engine-specific setup must
be done before calling this (i.e. magnetos, starter engage, etc.) */
bool ICEngineStart(void);
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string GetPropulsionStrings(void);
string GetPropulsionValues(void);
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inline FGColumnVector3& GetForces(void) {return Forces; }
inline double GetForces(int n) { return Forces(n);}
inline FGColumnVector3& GetMoments(void) {return Moments;}
inline double GetMoments(int n) {return Moments(n);}
FGColumnVector3& GetTanksCG(void);
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double GetTanksWeight(void);
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double GetTanksIxx(const FGColumnVector3& vXYZcg);
double GetTanksIyy(const FGColumnVector3& vXYZcg);
double GetTanksIzz(const FGColumnVector3& vXYZcg);
double GetTanksIxz(const FGColumnVector3& vXYZcg);
double GetTanksIxy(const FGColumnVector3& vXYZcg);
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private:
vector <FGEngine*> Engines;
vector <FGTank*> Tanks;
vector <FGTank*>::iterator iTank;
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vector <FGThruster*> Thrusters;
unsigned int numSelectedFuelTanks;
unsigned int numSelectedOxiTanks;
unsigned int numFuelTanks;
unsigned int numOxiTanks;
unsigned int numEngines;
unsigned int numTanks;
unsigned int numThrusters;
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double dt;
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FGColumnVector3 Forces;
FGColumnVector3 Moments;
FGColumnVector3 vXYZtank;
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void Debug(void);
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};
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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#endif