/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% 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 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% SENTRY %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/ #ifndef FGPROPULSION_H #define FGPROPULSION_H /*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% INCLUDES %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/ #ifdef FGFS # include # ifdef SG_HAVE_STD_INCLUDES # include # include # else # include # include # endif #else # include # include #endif #include "FGModel.h" #include "FGRocket.h" #include "FGPiston.h" #include "FGTurbine.h" #include "FGSimTurbine.h" #include "FGTank.h" #include "FGPropeller.h" #include "FGNozzle.h" /*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% DEFINITIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/ #define ID_PROPULSION "$Id$" /*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% FORWARD DECLARATIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/ namespace JSBSim { /*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% 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 @see Header File @see Source File */ /*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% CLASS DECLARATION %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/ class FGPropulsion : public FGModel { public: /// Constructor FGPropulsion(FGFDMExec*); /// Destructor ~FGPropulsion(); /** Executes the propulsion model. The initial plan for the FGPropulsion class calls for Run() to be executed, performing the following tasks:
  1. 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()
  2. Given 1, above, calculate the power available from the engine. This is done by calling FGEngine::CalculatePAvail()
  3. 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().
[Note: Should we be checking the Starved flag here?] */ bool Run(void); /** 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 */ bool Load(FGConfigFile* AC_cfg); /// Retrieves the number of engines defined for the aircraft. inline unsigned int GetNumEngines(void) const {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 the number of tanks defined for the aircraft. inline unsigned int GetNumTanks(void) const {return Tanks.size();} /** 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) const {return numSelectedFuelTanks;} /** Returns the number of oxidizer tanks currently actively supplying oxidizer */ inline int GetnumSelectedOxiTanks(void) const {return numSelectedOxiTanks;} /** Loops the engines/thrusters until thrust output steady (used for trimming) */ bool GetSteadyState(void); /** 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); string GetPropulsionStrings(void); string GetPropulsionValues(void); inline FGColumnVector3& GetForces(void) {return vForces; } inline double GetForces(int n) const { return vForces(n);} inline FGColumnVector3& GetMoments(void) {return vMoments;} inline double GetMoments(int n) const {return vMoments(n);} FGColumnVector3& GetTanksMoment(void); double GetTanksWeight(void); 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); void SetMagnetos(int setting); void SetStarter(int setting); void SetActiveEngine(int engine); void bind(); void unbind(); private: vector Engines; vector Tanks; vector ::iterator iTank; vector Thrusters; unsigned int numSelectedFuelTanks; unsigned int numSelectedOxiTanks; unsigned int numFuelTanks; unsigned int numOxiTanks; unsigned int numEngines; unsigned int numTanks; unsigned int numThrusters; int ActiveEngine; double dt; FGColumnVector3 vForces; FGColumnVector3 vMoments; FGColumnVector3 vXYZtank; void Debug(int from); }; } //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% #endif