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flightgear/src/FDM/JSBSim/FGGroundReactions.cpp

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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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Module: FGGroundReactions.cpp
Author: Jon S. Berndt
Date started: 09/13/00
Purpose: Encapsulates the ground reaction forces (gear and collision)
------------- Copyright (C) 2000 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
--------------------------------------------------------------------------------
09/13/00 JSB Created
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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INCLUDES
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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#include "FGGroundReactions.h"
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static const char *IdSrc = "$Id$";
static const char *IdHdr = ID_GROUNDREACTIONS;
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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
CLASS IMPLEMENTATION
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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FGGroundReactions::FGGroundReactions(FGFDMExec* fgex) : FGModel(fgex),
vForces(3),
vMoments(3),
vMaxStaticGrip(3),
vMaxMomentResist(3)
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{
Name = "FGGroundReactions";
GearUp = false;
if (debug_lvl & 2) cout << "Instantiated: " << Name << endl;
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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bool FGGroundReactions::Run(void)
{
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double steerAngle = 0.0;
double xForces = 0.0, yForces = 0.0;
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if (!FGModel::Run()) {
vForces.InitMatrix();
vMoments.InitMatrix();
// Only execute gear force code below 300 feet
if ( !GearUp && Position->GetDistanceAGL() < 300.0 ) {
vector <FGLGear>::iterator iGear = lGear.begin();
// Sum forces and moments for all gear, here.
// Some optimizations may be made here - or rather in the gear code itself.
// The gear ::Run() method is called several times - once for each gear.
// Perhaps there is some commonality for things which only need to be
// calculated once.
while (iGear != lGear.end()) {
vForces += iGear->Force();
vMoments += iGear->Moment();
iGear++;
}
// Only execute this code when the aircraft ground speed is very, very small.
if (fabs(Translation->GetUVW(eX)) < 0.1 &&
fabs(Translation->GetUVW(eZ)) < 0.1)
{
// Initialize the comparison matrices.
vMaxStaticGrip.InitMatrix();
vMaxMomentResist.InitMatrix();
iGear = lGear.begin();
// For each gear that is touching the ground (which had better be all of them!)
// calculate the X and Y direction maximum "gripping" power. Also, keep track
// of the number of gear that have weight on wheels. This is probably unnecessary.
while (iGear != lGear.end()) {
// calculate maximum gripping power for each gear here based on brake
// and steering settings
// also calculate total number of wheels with WOW set true?
if (iGear->GetWOW()) {
steerAngle = iGear->GetSteerAngle();
vMaxStaticGrip(eX) += (iGear->GetBrakeFCoeff()*cos(steerAngle) -
iGear->GetstaticFCoeff()*sin(steerAngle))*iGear->GetCompForce();
vMaxStaticGrip(eY) += iGear->GetBrakeFCoeff()*sin(steerAngle) +
iGear->GetstaticFCoeff()*cos(steerAngle)*iGear->GetCompForce();
vMaxStaticGrip(eZ) = 0.0;
// vMaxMomentResist += 1;
}
iGear++;
}
// Calculate the X and Y direction non-gear forces to counteract if needed.
xForces = -1.0 * ( Aerodynamics->GetForces(eX)
+ Propulsion->GetForces(eX)
+ Inertial->GetForces(eX));
yForces = -1.0 * ( Aerodynamics->GetForces(eY)
+ Propulsion->GetForces(eY)
+ Inertial->GetForces(eY));
// These if statement comparisons probably need some validation and work
if (fabs(xForces) < fabs(vMaxStaticGrip(eX))) { // forces exceed gear power
vForces(eX) = xForces;
}
if (fabs(yForces) < fabs(vMaxStaticGrip(eY))) { // forces exceed gear power
vForces(eY) = yForces;
}
vMoments(eZ) = -(Aerodynamics->GetMoments(eZ) + Propulsion->GetMoments(eZ));
}
} else {
// Crash Routine
}
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return false;
} else {
return true;
}
}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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bool FGGroundReactions::Load(FGConfigFile* AC_cfg)
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{
string token;
AC_cfg->GetNextConfigLine();
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while ((token = AC_cfg->GetValue()) != string("/UNDERCARRIAGE")) {
lGear.push_back(FGLGear(AC_cfg, FDMExec));
}
return true;
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
string FGGroundReactions::GetGroundReactionStrings(void)
{
string GroundReactionStrings = "";
bool firstime = true;
for (unsigned int i=0;i<lGear.size();i++) {
if (!firstime) GroundReactionStrings += ", ";
GroundReactionStrings += (lGear[i].GetName() + "_WOW, ");
GroundReactionStrings += (lGear[i].GetName() + "_compressLength, ");
GroundReactionStrings += (lGear[i].GetName() + "_compressSpeed, ");
GroundReactionStrings += (lGear[i].GetName() + "_Force");
firstime = false;
}
return GroundReactionStrings;
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
string FGGroundReactions::GetGroundReactionValues(void)
{
char buff[20];
string GroundReactionValues = "";
bool firstime = true;
for (unsigned int i=0;i<lGear.size();i++) {
if (!firstime) GroundReactionValues += ", ";
GroundReactionValues += string( lGear[i].GetWOW()?"1":"0" ) + ", ";
GroundReactionValues += (string(gcvt(lGear[i].GetCompLen(), 5, buff)) + ", ");
GroundReactionValues += (string(gcvt(lGear[i].GetCompVel(), 6, buff)) + ", ");
GroundReactionValues += (string(gcvt(lGear[i].GetCompForce(), 10, buff)));
firstime = false;
}
return GroundReactionValues;
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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void FGGroundReactions::Debug(void)
{
//TODO: Add your source code here
}