/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% 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 /*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% DEFINITIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/ /*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% GLOBAL DATA %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/ static const char *IdSrc = "$Header$"; static const char *IdHdr = ID_LGEAR; /*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% CLASS IMPLEMENTATION %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/ FGLGear::FGLGear(FGConfigFile* AC_cfg, FGFDMExec* fdmex) : vXYZ(3), vMoment(3), vWhlBodyVec(3), Exec(fdmex) { string tmp; *AC_cfg >> tmp >> name >> vXYZ(1) >> vXYZ(2) >> vXYZ(3) >> kSpring >> bDamp>> dynamicFCoeff >> staticFCoeff >> SteerType >> BrakeGroup >> maxSteerAngle; cout << " Name: " << name << endl; cout << " Location: " << vXYZ << endl; cout << " Spring Constant: " << kSpring << endl; cout << " Damping Constant: " << bDamp << endl; cout << " Dynamic Friction: " << dynamicFCoeff << endl; cout << " Static Friction: " << staticFCoeff << endl; cout << " Grouping: " << BrakeGroup << endl; cout << " Steering Type: " << SteerType << endl; cout << " Max Steer Angle: " << maxSteerAngle << endl; if (BrakeGroup == "LEFT" ) eBrakeGrp = bgLeft; else if (BrakeGroup == "RIGHT" ) eBrakeGrp = bgRight; else if (BrakeGroup == "CENTER") eBrakeGrp = bgCenter; else if (BrakeGroup == "NOSE" ) eBrakeGrp = bgNose; else if (BrakeGroup == "TAIL" ) eBrakeGrp = bgTail; else if (BrakeGroup == "NONE" ) eBrakeGrp = bgNone; else { cerr << "Improper braking group specification in config file: " << BrakeGroup << " is undefined." << endl; } // add some AI here to determine if gear is located properly according to its // brake group type State = Exec->GetState(); Aircraft = Exec->GetAircraft(); Position = Exec->GetPosition(); Rotation = Exec->GetRotation(); WOW = false; ReportEnable=true; FirstContact = false; Reported = false; DistanceTraveled = 0.0; MaximumStrutForce = MaximumStrutTravel = 0.0; vWhlBodyVec = (vXYZ - Aircraft->GetXYZcg()) / 12.0; vWhlBodyVec(eX) = -vWhlBodyVec(eX); vWhlBodyVec(eZ) = -vWhlBodyVec(eZ); vLocalGear = State->GetTb2l() * vWhlBodyVec; } //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% FGLGear::FGLGear(const FGLGear& lgear) { State = lgear.State; Aircraft = lgear.Aircraft; Position = lgear.Position; Rotation = lgear.Rotation; Exec = lgear.Exec; vXYZ = lgear.vXYZ; vMoment = lgear.vMoment; vWhlBodyVec = lgear.vWhlBodyVec; vLocalGear = lgear.vLocalGear; WOW = lgear.WOW; ReportEnable = lgear.ReportEnable; FirstContact = lgear.FirstContact; DistanceTraveled = lgear.DistanceTraveled; MaximumStrutForce = lgear.MaximumStrutForce; MaximumStrutTravel = lgear.MaximumStrutTravel; kSpring = lgear.kSpring; bDamp = lgear.bDamp; compressLength = lgear.compressLength; compressSpeed = lgear.compressSpeed; staticFCoeff = lgear.staticFCoeff; dynamicFCoeff = lgear.dynamicFCoeff; brakePct = lgear.brakePct; maxCompLen = lgear.maxCompLen; SinkRate = lgear.SinkRate; GroundSpeed = lgear.GroundSpeed; Reported = lgear.Reported; name = lgear.name; SteerType = lgear.SteerType; BrakeGroup = lgear.BrakeGroup; eBrakeGrp = lgear.eBrakeGrp; maxSteerAngle = lgear.maxSteerAngle; } //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% FGLGear::~FGLGear(void) {} //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% FGColumnVector FGLGear::Force(void) { FGColumnVector vForce(3); FGColumnVector vLocalForce(3); //FGColumnVector vLocalGear(3); // Vector: CG to this wheel (Local) 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(); } // The following code normalizes the wheel velocity vector, reverses it, and zeroes out // the z component of the velocity. The question is, should the Z axis velocity be zeroed // out first before the normalization takes place or not? Subsequent to that, the Wheel // Velocity vector now points as a unit vector backwards and parallel to the wheel // velocity vector. It acts AT the wheel. vWhlVelVec = -1.0 * vWhlVelVec.Normalize(); vWhlVelVec(eZ) = 0.00; // the following needs work regarding friction coefficients and braking and steering switch (eBrakeGrp) { case bgLeft: break; case bgRight: break; case bgCenter: break; case bgNose: break; case bgTail: break; case bgNone: break; default: cerr << "Improper brake group membership detected for this gear." << endl; break; } // vLocalForce(eZ) = min(-compressLength * kSpring - compressSpeed * bDamp, (float)0.0); vLocalForce(eX) = fabs(vLocalForce(eZ) * staticFCoeff) * vWhlVelVec(eX); vLocalForce(eY) = fabs(vLocalForce(eZ) * staticFCoeff) * 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 (ReportEnable && 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; }