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flightgear/src/FDM/JSBSim/FGLGear.cpp

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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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Module: FGLGear.cpp
Author: Jon S. Berndt
Date started: 11/18/99
Purpose: Encapsulates the landing gear elements
Called by: FGAircraft
------------- 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.
FUNCTIONAL DESCRIPTION
--------------------------------------------------------------------------------
HISTORY
--------------------------------------------------------------------------------
11/18/99 JSB Created
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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INCLUDES
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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#include "FGLGear.h"
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#include <algorithm>
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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
DEFINITIONS
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
GLOBAL DATA
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
static const char *IdSrc = "$Header$";
static const char *IdHdr = ID_LGEAR;
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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
CLASS IMPLEMENTATION
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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FGLGear::FGLGear(FGConfigFile* AC_cfg, FGFDMExec* fdmex) : vXYZ(3),
vMoment(3),
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vWhlBodyVec(3),
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Exec(fdmex)
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{
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string tmp;
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*AC_cfg >> tmp >> name >> vXYZ(1) >> vXYZ(2) >> vXYZ(3)
>> kSpring >> bDamp>> dynamicFCoeff >> staticFCoeff
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>> SteerType >> BrakeGroup >> maxSteerAngle;
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cout << " Name: " << name << endl;
cout << " Location: " << vXYZ << endl;
cout << " Spring Constant: " << kSpring << endl;
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cout << " Damping Constant: " << bDamp << endl;
cout << " Dynamic Friction: " << dynamicFCoeff << endl;
cout << " Static Friction: " << staticFCoeff << endl;
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cout << " Grouping: " << BrakeGroup << endl;
cout << " Steering Type: " << SteerType << endl;
cout << " Max Steer Angle: " << maxSteerAngle << endl;
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if (BrakeGroup == "LEFT" ) eBrakeGrp = bgLeft;
else if (BrakeGroup == "RIGHT" ) eBrakeGrp = bgRight;
else if (BrakeGroup == "CENTER") eBrakeGrp = bgCenter;
else if (BrakeGroup == "NOSE" ) eBrakeGrp = bgNose;
else if (BrakeGroup == "TAIL" ) eBrakeGrp = bgTail;
else if (BrakeGroup == "NONE" ) eBrakeGrp = bgNone;
else {
cerr << "Improper braking group specification in config file: "
<< BrakeGroup << " is undefined." << endl;
}
// add some AI here to determine if gear is located properly according to its
// brake group type
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State = Exec->GetState();
Aircraft = Exec->GetAircraft();
Position = Exec->GetPosition();
Rotation = Exec->GetRotation();
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WOW = false;
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ReportEnable=true;
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FirstContact = false;
Reported = false;
DistanceTraveled = 0.0;
MaximumStrutForce = MaximumStrutTravel = 0.0;
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vWhlBodyVec = (vXYZ - Aircraft->GetXYZcg()) / 12.0;
vWhlBodyVec(eX) = -vWhlBodyVec(eX);
vWhlBodyVec(eZ) = -vWhlBodyVec(eZ);
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vLocalGear = State->GetTb2l() * vWhlBodyVec;
}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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FGLGear::FGLGear(const FGLGear& lgear)
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{
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State = lgear.State;
Aircraft = lgear.Aircraft;
Position = lgear.Position;
Rotation = lgear.Rotation;
Exec = lgear.Exec;
vXYZ = lgear.vXYZ;
vMoment = lgear.vMoment;
vWhlBodyVec = lgear.vWhlBodyVec;
vLocalGear = lgear.vLocalGear;
WOW = lgear.WOW;
ReportEnable = lgear.ReportEnable;
FirstContact = lgear.FirstContact;
DistanceTraveled = lgear.DistanceTraveled;
MaximumStrutForce = lgear.MaximumStrutForce;
MaximumStrutTravel = lgear.MaximumStrutTravel;
kSpring = lgear.kSpring;
bDamp = lgear.bDamp;
compressLength = lgear.compressLength;
compressSpeed = lgear.compressSpeed;
staticFCoeff = lgear.staticFCoeff;
dynamicFCoeff = lgear.dynamicFCoeff;
brakePct = lgear.brakePct;
maxCompLen = lgear.maxCompLen;
SinkRate = lgear.SinkRate;
GroundSpeed = lgear.GroundSpeed;
Reported = lgear.Reported;
name = lgear.name;
SteerType = lgear.SteerType;
BrakeGroup = lgear.BrakeGroup;
eBrakeGrp = lgear.eBrakeGrp;
maxSteerAngle = lgear.maxSteerAngle;
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
FGLGear::~FGLGear(void) {}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
FGColumnVector FGLGear::Force(void)
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{
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FGColumnVector vForce(3);
FGColumnVector vLocalForce(3);
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//FGColumnVector vLocalGear(3); // Vector: CG to this wheel (Local)
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FGColumnVector vWhlVelVec(3); // Velocity of this wheel (Local)
vWhlBodyVec = (vXYZ - Aircraft->GetXYZcg()) / 12.0;
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vWhlBodyVec(eX) = -vWhlBodyVec(eX);
vWhlBodyVec(eZ) = -vWhlBodyVec(eZ);
vLocalGear = State->GetTb2l() * vWhlBodyVec;
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compressLength = vLocalGear(eZ) - Position->GetDistanceAGL();
if (compressLength > 0.00) {
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WOW = true;
vWhlVelVec = State->GetTb2l() * (Rotation->GetPQR() * vWhlBodyVec);
vWhlVelVec += Position->GetVel();
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compressSpeed = vWhlVelVec(eZ);
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if (!FirstContact) {
FirstContact = true;
SinkRate = compressSpeed;
GroundSpeed = Position->GetVel().Magnitude();
}
// The following code normalizes the wheel velocity vector, reverses it, and zeroes out
// the z component of the velocity. The question is, should the Z axis velocity be zeroed
// out first before the normalization takes place or not? Subsequent to that, the Wheel
// Velocity vector now points as a unit vector backwards and parallel to the wheel
// velocity vector. It acts AT the wheel.
vWhlVelVec = -1.0 * vWhlVelVec.Normalize();
vWhlVelVec(eZ) = 0.00;
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// the following needs work regarding friction coefficients and braking and steering
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switch (eBrakeGrp) {
case bgLeft:
break;
case bgRight:
break;
case bgCenter:
break;
case bgNose:
break;
case bgTail:
break;
case bgNone:
break;
default:
cerr << "Improper brake group membership detected for this gear." << endl;
break;
}
//
vLocalForce(eZ) = min(-compressLength * kSpring - compressSpeed * bDamp, (float)0.0);
vLocalForce(eX) = fabs(vLocalForce(eZ) * staticFCoeff) * vWhlVelVec(eX);
vLocalForce(eY) = fabs(vLocalForce(eZ) * staticFCoeff) * vWhlVelVec(eY);
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MaximumStrutForce = max(MaximumStrutForce, fabs(vLocalForce(eZ)));
MaximumStrutTravel = max(MaximumStrutTravel, fabs(compressLength));
vForce = State->GetTl2b() * vLocalForce ;
vMoment = vWhlBodyVec * vForce;
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} else {
WOW = false;
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if (Position->GetDistanceAGL() > 200.0) {
FirstContact = false;
Reported = false;
DistanceTraveled = 0.0;
MaximumStrutForce = MaximumStrutTravel = 0.0;
}
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vForce.InitMatrix();
vMoment.InitMatrix();
}
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if (FirstContact) {
DistanceTraveled += Position->GetVel().Magnitude()*State->Getdt()*Aircraft->GetRate();
}
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if (ReportEnable && Position->GetVel().Magnitude() <= 0.05 && !Reported) {
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Report();
}
return vForce;
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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void FGLGear::Report(void)
{
cout << endl << "Touchdown report for " << name << endl;
cout << " Sink rate at contact: " << SinkRate << " fps, "
<< SinkRate*0.3408 << " mps" << endl;
cout << " Contact ground speed: " << GroundSpeed*.5925 << " knots, "
<< GroundSpeed*0.3408 << " mps" << endl;
cout << " Maximum contact force: " << MaximumStrutForce << " lbs, "
<< MaximumStrutForce*4.448 << " Newtons" << endl;
cout << " Maximum strut travel: " << MaximumStrutTravel*12.0 << " inches, "
<< MaximumStrutTravel*30.48 << " cm" << endl;
cout << " Distance traveled: " << DistanceTraveled << " ft, "
<< DistanceTraveled*0.3408 << " meters" << endl;
Reported = true;
}