/******************************************************************************* 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" #include /******************************************************************************* ************************************ CODE ************************************** *******************************************************************************/ FGLGear::FGLGear(FGConfigFile* AC_cfg, FGFDMExec* fdmex) : vXYZ(3), vMoment(3), Exec(fdmex) { string tmp; *AC_cfg >> tmp >> name >> vXYZ(1) >> vXYZ(2) >> vXYZ(3) >> kSpring >> bDamp >> statFCoeff >> brakeCoeff; State = Exec->GetState(); Aircraft = Exec->GetAircraft(); Position = Exec->GetPosition(); Rotation = Exec->GetRotation(); WOW = false; FirstContact = false; Reported = false; DistanceTraveled = 0.0; MaximumStrutForce = MaximumStrutTravel = 0.0; } /******************************************************************************/ FGLGear::~FGLGear(void) { } /******************************************************************************/ FGColumnVector FGLGear::Force(void) { static FGColumnVector vForce(3); 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) vWhlBodyVec = (vXYZ - Aircraft->GetXYZcg()) / 12.0; 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); if (!FirstContact) { FirstContact = true; SinkRate = compressSpeed; GroundSpeed = Position->GetVel().Magnitude(); } vWhlVelVec = -1.0 * vWhlVelVec.Normalize(); vWhlVelVec(eZ) = 0.00; 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); MaximumStrutForce = max(MaximumStrutForce, fabs(vLocalForce(eZ))); MaximumStrutTravel = max(MaximumStrutTravel, fabs(compressLength)); vForce = State->GetTl2b() * vLocalForce ; vMoment = vWhlBodyVec * vForce; } else { WOW = false; if (Position->GetDistanceAGL() > 200.0) { FirstContact = false; Reported = false; DistanceTraveled = 0.0; MaximumStrutForce = MaximumStrutTravel = 0.0; } vForce.InitMatrix(); vMoment.InitMatrix(); } if (FirstContact) { DistanceTraveled += Position->GetVel().Magnitude()*State->Getdt()*Aircraft->GetRate(); } if (Position->GetVel().Magnitude() <= 0.05 && !Reported) { Report(); } return vForce; } /******************************************************************************/ 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; }