#include "Math.hpp" #include "BodyEnvironment.hpp" #include "Ground.hpp" #include "RigidBody.hpp" #include "Launchbar.hpp" #include using namespace std; namespace yasim { Launchbar::Launchbar() { int i; for(i=0; i<3; i++) _launchbar_mount[i] = _holdback_mount[i] = _force[i] = 0; for(i=0; i<2; i++) _global_ground[i] = 0; _global_ground[2] = 1; _global_ground[3] = -1e5; _length = 0.0; _holdback_length = 2.0; _down_ang = 0.0; _up_ang = 0.0; _extension = 0.0; _frac = 0.0; _launch_cmd = false; _pos_on_cat = 0.0; _state = Unmounted; } void Launchbar::setLaunchbarMount(float* position) { int i; for(i=0; i<3; i++) _launchbar_mount[i] = position[i]; } void Launchbar::setHoldbackMount(float* position) { int i; for(i=0; i<3; i++) _holdback_mount[i] = position[i]; } void Launchbar::setLength(float length) { _length = length; } void Launchbar::setDownAngle(float ang) { _down_ang = ang; } void Launchbar::setUpAngle(float ang) { _up_ang = ang; } void Launchbar::setExtension(float extension) { _extension = extension; } void Launchbar::setLaunchCmd(bool cmd) { _launch_cmd = cmd; } void Launchbar::setGlobalGround(double *global_ground) { int i; for(i=0; i<4; i++) _global_ground[i] = global_ground[i]; } void Launchbar::getLaunchbarMount(float* out) { int i; for(i=0; i<3; i++) out[i] = _launchbar_mount[i]; } void Launchbar::getHoldbackMount(float* out) { int i; for(i=0; i<3; i++) out[i] = _holdback_mount[i]; } float Launchbar::getLength(void) { return _length; } float Launchbar::getDownAngle(void) { return _down_ang; } float Launchbar::getUpAngle(void) { return _up_ang; } float Launchbar::getExtension(void) { return _extension; } void Launchbar::getForce(float* force, float* off) { Math::set3(_force, force); Math::set3(_launchbar_mount, off); } float Launchbar::getCompressFraction() { return _frac; } void Launchbar::getTipPosition(float* out) { // The launchbar tip in local coordinates. float ang = _frac*(_down_ang - _up_ang) + _up_ang; float pos_tip[3] = { _length*Math::cos(ang), 0.0,-_length*Math::sin(ang) }; Math::add3(_launchbar_mount, pos_tip, out); } void Launchbar::getTipGlobalPosition(State* s, double* out) { // The launchbar tip in local coordinates. float pos_tip[3]; getTipPosition(pos_tip); // The launchbar tip in global coordinates. s->posLocalToGlobal(pos_tip, out); } float Launchbar::getPercentPosOnCat(float* lpos, float off, float lends[2][3]) { // Compute the forward direction of the cat. float lforward[3]; Math::sub3(lends[1], lends[0], lforward); float ltopos[3]; Math::sub3(lpos, lends[0], ltopos); float fwlen = Math::mag3(lforward); return (Math::dot3(ltopos, lforward)/fwlen + off)/fwlen; } void Launchbar::getPosOnCat(float perc, float* lpos, float* lvel, float lends[2][3], float lendvels[2][3]) { if (perc < 0.0) perc = 0.0; if (1.0 < perc) perc = 1.0; // Compute the forward direction of the cat. float lforward[3]; Math::sub3(lends[1], lends[0], lforward); Math::mul3(perc, lforward, lpos); Math::add3(lends[0], lpos, lpos); float tmp[3]; Math::mul3(perc, lendvels[0], lvel); Math::mul3(1.0-perc, lendvels[1], tmp); Math::add3(tmp, lvel, lvel); } void Launchbar::calcForce(Ground *g_cb, RigidBody* body, State* s, float* lv, float* lrot) { // Init the return values int i; for(i=0; i<3; i++) _force[i] = 0; if (_state != Unmounted) _extension = 1; // Don't bother if it's fully retracted if(_extension <= 0) return; if (_extension < _frac) _frac = _extension; // The launchbar tip in global coordinates. double launchbar_pos[3]; getTipGlobalPosition(s, launchbar_pos); // If the launchbars tip is less extended than it could be. if(_frac < _extension) { // Correct the extension value for no intersection. // Compute the distance of the mount point from the ground plane. double a = - _global_ground[3] + launchbar_pos[0]*_global_ground[0] + launchbar_pos[1]*_global_ground[1] + launchbar_pos[2]*_global_ground[2]; if(a < _length) { float ang = Math::asin(a/_length); _frac = (ang - _up_ang)/(_down_ang - _up_ang); } else // FIXME: this will jump _frac = _extension; } // Recompute the launchbar tip. float llb_mount[3]; getTipPosition(llb_mount); // The launchbar tip in global coordinates. s->posLocalToGlobal(llb_mount, launchbar_pos); double end[2][3]; float vel[2][3]; float dist = g_cb->getCatapult(launchbar_pos, end, vel); // Work around a problem of flightgear returning totally screwed up // scenery when switching views. if (1e3 < dist) return; // Compute the positions of the catapult start and endpoints in the // local coordiante system float lend[2][3]; s->posGlobalToLocal(end[0], lend[0]); s->posGlobalToLocal(end[1], lend[1]); // Transform the velocities of the endpoints to the // local coordinate sytem. float lvel[2][3]; s->velGlobalToLocal(vel[0], lvel[0]); s->velGlobalToLocal(vel[1], lvel[1]); // Compute the position of the launchbar tip relative to the cat. float tip_pos_on_cat = getPercentPosOnCat(llb_mount, 0.0, lend); float llbtip[3], lvlbtip[3]; getPosOnCat(tip_pos_on_cat, llbtip, lvlbtip, lend, lvel); // Compute the direction from the launchbar mount at the gear // to the lauchbar mount on the cat. float llbdir[3]; Math::sub3(llbtip, _launchbar_mount, llbdir); float lblen = Math::mag3(llbdir); Math::mul3(1.0/lblen, llbdir, llbdir); // Check if we are near enough to the cat. if (_state == Unmounted && dist < 0.5) { // croase approximation for the velocity of the launchbar. // Might be sufficient because arresting at the cat makes only // sense when the aircraft does not rotate much. float lv_mount[3]; float tmp[3]; float lrot[3], lv[3]; Math::vmul33(s->orient, s->rot, lrot); Math::vmul33(s->orient, s->v, lv); body->pointVelocity(llb_mount, lrot, tmp); Math::sub3(tmp, lvlbtip, lv_mount); Math::add3(lv, lv_mount, lv_mount); // We cannot arrest at the cat if we move too fast wrt the cat. if (0.2 < Math::mag3(lv_mount)) return; // Compute the position of the holdback mount relative to the cat. double dd[2][3]; float fd[2][3]; double ghldbkpos[3]; s->posLocalToGlobal(_holdback_mount, ghldbkpos); float hbdist = g_cb->getCatapult(ghldbkpos, dd, fd); float offset = -Math::sqrt(_holdback_length*_holdback_length - hbdist*hbdist); _pos_on_cat = getPercentPosOnCat(_holdback_mount, offset, lend); // We cannot arrest if we are not at the start of the cat. if (_pos_on_cat < 0.0 || 0.2 < _pos_on_cat) return; // Now we are arrested at the cat. // The force is applied at the next step. _state = Arrested; return; } // Get the actual distance from the holdback to its mountpoint // on the cat. If it is longer than the holdback apply a force. float lhldbk_cmount[3]; float lvhldbk_cmount[3]; getPosOnCat(_pos_on_cat, lhldbk_cmount, lvhldbk_cmount, lend, lvel); // Compute the direction of holdback. float lhldbkdir[3]; Math::sub3(lhldbk_cmount, _holdback_mount, lhldbkdir); float hldbklen = Math::mag3(lhldbkdir); Math::mul3(1/hldbklen, lhldbkdir, lhldbkdir); if (_state == Arrested) { // Now apply a constant tension from the catapult over the launchbar. Math::mul3(2.0, llbdir, _force); // If the distance from the holdback mount at the aircraft to the // holdback mount on the cat is larger than the holdback length itself, // the holdback applies a force to the gear. if (_holdback_length < hldbklen) { // croase approximation for the velocity of the holdback mount // at the gear. // Might be sufficient because arresting at the cat makes only // sense when the aircraft does not rotate much. float lvhldbk_gmount[3]; float lrot[3], lv[3]; Math::vmul33(s->orient, s->rot, lrot); Math::vmul33(s->orient, s->v, lv); body->pointVelocity(_holdback_mount, lrot, lvhldbk_gmount); Math::add3(lv, lvhldbk_gmount, lvhldbk_gmount); // The velocity of the holdback mount at the gear wrt the // holdback mount at the cat. float lvhldbk[3]; Math::sub3(lvhldbk_gmount, lvhldbk_cmount, lvhldbk); // The spring force the holdback will apply to the gear float tmp[3]; Math::mul3(1e1*(hldbklen - _holdback_length), lhldbkdir, tmp); Math::add3(tmp, _force, _force); // The damping force here ... Math::mul3(2e0, lvhldbk, tmp); Math::sub3(_force, tmp, _force); } if (_launch_cmd) _state = Launch; } if (_state == Launch) { // Now apply a constant tension from the catapult over the launchbar. Math::mul3(25.0, llbdir, _force); if (1.0 < dist) _state = Unmounted; } // Scale by the mass. That keeps the stiffness in reasonable bounds. float mass = body->getTotalMass(); Math::mul3(mass, _force, _force); } }; // namespace yasim