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flightgear/src/FDM/JSBSim/FGLGear.cpp

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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
********************************************************************************
INCLUDES
*******************************************************************************/
#include "FGLGear.h"
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#include <algorithm>
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/*******************************************************************************
************************************ CODE **************************************
*******************************************************************************/
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FGLGear::FGLGear(FGConfigFile* AC_cfg, FGFDMExec* fdmex) : vXYZ(3),
vMoment(3),
Exec(fdmex)
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{
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string tmp;
*AC_cfg >> tmp >> name >> vXYZ(1) >> vXYZ(2) >> vXYZ(3) >> kSpring >> bDamp
>> statFCoeff >> brakeCoeff;
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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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}
/******************************************************************************/
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FGLGear::~FGLGear(void)
{
}
/******************************************************************************/
FGColumnVector FGLGear::Force(void)
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{
static FGColumnVector vForce(3);
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static FGColumnVector vLocalForce(3);
static FGColumnVector vLocalGear(3); // Vector: CG to this wheel (Local)
static FGColumnVector vWhlBodyVec(3); // Vector: CG to this wheel (Body)
static FGColumnVector vWhlVelVec(3); // Velocity of this wheel (Local)
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vWhlBodyVec = (vXYZ - Aircraft->GetXYZcg()) / 12.0;
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vWhlBodyVec(eX) = -vWhlBodyVec(eX);
vWhlBodyVec(eZ) = -vWhlBodyVec(eZ);
vLocalGear = State->GetTb2l() * vWhlBodyVec;
compressLength = vLocalGear(eZ) - Position->GetDistanceAGL();
if (compressLength > 0.00) {
WOW = true;
vWhlVelVec = State->GetTb2l() * (Rotation->GetPQR() * vWhlBodyVec);
vWhlVelVec += Position->GetVel();
compressSpeed = vWhlVelVec(eZ);
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vWhlVelVec = -1.0 * vWhlVelVec.Normalize();
vWhlVelVec(eZ) = 0.00;
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vLocalForce(eZ) = min(-compressLength * kSpring - compressSpeed * bDamp, (float)0.0);
vLocalForce(eX) = fabs(vLocalForce(eZ) * statFCoeff) * vWhlVelVec(eX);
vLocalForce(eY) = fabs(vLocalForce(eZ) * statFCoeff) * vWhlVelVec(eY);
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vForce = State->GetTl2b() * vLocalForce ;
vMoment = vWhlBodyVec * vForce;
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} else {
WOW = false;
vForce.InitMatrix();
vMoment.InitMatrix();
}
return vForce;
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}
/******************************************************************************/
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