/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Module: FGLGear.cpp Author: Jon S. Berndt Norman H. Princen 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 01/30/01 NHP Extended gear model to properly simulate steering and braking %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% INCLUDES %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/ #include "FGLGear.h" #include /*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% DEFINITIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/ /*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% GLOBAL DATA %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/ static const char *IdSrc = "$Id$"; static const char *IdHdr = ID_LGEAR; /*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% CLASS IMPLEMENTATION %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/ FGLGear::FGLGear(FGConfigFile* AC_cfg, FGFDMExec* fdmex) : vXYZ(3), vMoment(3), vWhlBodyVec(3), vForce(3), vLocalForce(3), vWhlVelVec(3), Exec(fdmex) { string tmp; *AC_cfg >> tmp >> name >> vXYZ(1) >> vXYZ(2) >> vXYZ(3) >> kSpring >> bDamp>> dynamicFCoeff >> staticFCoeff >> rollingFCoeff >> sSteerType >> sBrakeGroup >> maxSteerAngle; if (debug_lvl > 0) { 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 << " Rolling Friction: " << rollingFCoeff << endl; cout << " Steering Type: " << sSteerType << endl; cout << " Grouping: " << sBrakeGroup << endl; cout << " Max Steer Angle: " << maxSteerAngle << endl; } if (sBrakeGroup == "LEFT" ) eBrakeGrp = bgLeft; else if (sBrakeGroup == "RIGHT" ) eBrakeGrp = bgRight; else if (sBrakeGroup == "CENTER") eBrakeGrp = bgCenter; else if (sBrakeGroup == "NOSE" ) eBrakeGrp = bgNose; else if (sBrakeGroup == "TAIL" ) eBrakeGrp = bgTail; else if (sBrakeGroup == "NONE" ) eBrakeGrp = bgNone; else { cerr << "Improper braking group specification in config file: " << sBrakeGroup << " is undefined." << endl; } if (sSteerType == "STEERABLE") eSteerType = stSteer; else if (sSteerType == "FIXED" ) eSteerType = stFixed; else if (sSteerType == "CASTERED" ) eSteerType = stCaster; else { cerr << "Improper steering type specification in config file: " << sSteerType << " 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(); FCS = Exec->GetFCS(); MassBalance = Exec->GetMassBalance(); WOW = lastWOW = false; ReportEnable = true; FirstContact = false; Reported = false; DistanceTraveled = 0.0; MaximumStrutForce = MaximumStrutTravel = 0.0; SinkRate = GroundSpeed = 0.0; vWhlBodyVec = (vXYZ - MassBalance->GetXYZcg()) / 12.0; vWhlBodyVec(eX) = -vWhlBodyVec(eX); vWhlBodyVec(eZ) = -vWhlBodyVec(eZ); vLocalGear = State->GetTb2l() * vWhlBodyVec; if (debug_lvl & 2) cout << "Instantiated: FGLGear" << endl; } //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% FGLGear::FGLGear(const FGLGear& lgear) { State = lgear.State; Aircraft = lgear.Aircraft; Position = lgear.Position; Rotation = lgear.Rotation; Exec = lgear.Exec; FCS = lgear.FCS; MassBalance = lgear.MassBalance; vXYZ = lgear.vXYZ; vMoment = lgear.vMoment; vWhlBodyVec = lgear.vWhlBodyVec; vLocalGear = lgear.vLocalGear; WOW = lgear.WOW; lastWOW = lgear.lastWOW; 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; rollingFCoeff = lgear.rollingFCoeff; brakePct = lgear.brakePct; maxCompLen = lgear.maxCompLen; SinkRate = lgear.SinkRate; GroundSpeed = lgear.GroundSpeed; Reported = lgear.Reported; name = lgear.name; sSteerType = lgear.sSteerType; eSteerType = lgear.eSteerType; sBrakeGroup = lgear.sBrakeGroup; eBrakeGrp = lgear.eBrakeGrp; maxSteerAngle = lgear.maxSteerAngle; } //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% FGLGear::~FGLGear() { if (debug_lvl & 2) cout << "Destroyed: FGLGear" << endl; } //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% FGColumnVector3& FGLGear::Force(void) { double SteerGain; double SinWheel, CosWheel, SideWhlVel, RollingWhlVel; double RudderPedal, RollingForce, SideForce, FCoeff; double WheelSlip; vWhlBodyVec = (vXYZ - MassBalance->GetXYZcg()) / 12.0; vWhlBodyVec(eX) = -vWhlBodyVec(eX); vWhlBodyVec(eZ) = -vWhlBodyVec(eZ); // vWhlBodyVec now stores the vector from the cg to this wheel vLocalGear = State->GetTb2l() * vWhlBodyVec; // vLocalGear now stores the vector from the cg to the wheel in local coords. compressLength = vLocalGear(eZ) - Position->GetDistanceAGL(); // The compression length is currently measured in the Z-axis, only, at this time. // It should be measured along the strut axis. If the local-frame gear position // "hangs down" below the CG greater than the altitude, then the compressLength // will be positive - i.e. the gear will have made contact. if (compressLength > 0.00) { WOW = true; // Weight-On-Wheels is true // The next equation should really use the vector to the contact patch of the tire // including the strut compression and not vWhlBodyVec. Will fix this later. // As it stands, now, the following equation takes the aircraft body-frame // rotational rate and calculates the cross-product with the vector from the CG // to the wheel, thus producing the instantaneous velocity vector of the tire // in Body coords. The frame is also converted to local coordinates. When the // aircraft local-frame velocity is added to this quantity, the total velocity of // the wheel in local frame is then known. Subsequently, the compression speed // (used for calculating damping force) is found by taking the Z-component of the // wheel velocity. vWhlVelVec = State->GetTb2l() * (Rotation->GetPQR() * vWhlBodyVec); vWhlVelVec += Position->GetVel(); compressSpeed = vWhlVelVec(eZ); // If this is the first time the wheel has made contact, remember some values // for later printout. if (!FirstContact) { FirstContact = true; SinkRate = compressSpeed; GroundSpeed = Position->GetVel().Magnitude(); } // The following needs work regarding friction coefficients and braking and // steering The BrakeFCoeff formula assumes that an anti-skid system is used. // It also assumes that we won't be turning and braking at the same time. // Will fix this later. // [JSB] The braking force coefficients include normal rolling coefficient + // a percentage of the static friction coefficient based on braking applied. switch (eBrakeGrp) { case bgLeft: SteerGain = -0.10; BrakeFCoeff = rollingFCoeff*(1.0 - FCS->GetBrake(bgLeft)) + staticFCoeff*FCS->GetBrake(bgLeft); break; case bgRight: SteerGain = -0.10; BrakeFCoeff = rollingFCoeff*(1.0 - FCS->GetBrake(bgRight)) + staticFCoeff*FCS->GetBrake(bgRight); break; case bgCenter: SteerGain = -0.10; BrakeFCoeff = rollingFCoeff*(1.0 - FCS->GetBrake(bgCenter)) + staticFCoeff*FCS->GetBrake(bgCenter); break; case bgNose: SteerGain = 0.10; BrakeFCoeff = rollingFCoeff; break; case bgTail: SteerGain = -0.10; BrakeFCoeff = rollingFCoeff; break; case bgNone: SteerGain = -0.10; BrakeFCoeff = rollingFCoeff; break; default: cerr << "Improper brake group membership detected for this gear." << endl; break; } switch (eSteerType) { case stSteer: SteerAngle = SteerGain*FCS->GetDrPos(); break; case stFixed: SteerAngle = 0.0; break; case stCaster: // Note to Jon: This is not correct for castering gear. I'll fix it later. SteerAngle = 0.0; break; default: cerr << "Improper steering type membership detected for this gear." << endl; break; } // Transform the wheel velocities from the local axis system to the wheel axis system. // For now, steering angle is assumed to happen in the Local Z axis, // not the strut axis as it should be. Will fix this later. SinWheel = sin(Rotation->Getpsi() + SteerAngle); CosWheel = cos(Rotation->Getpsi() + SteerAngle); RollingWhlVel = vWhlVelVec(eX)*CosWheel + vWhlVelVec(eY)*SinWheel; SideWhlVel = vWhlVelVec(eY)*CosWheel - vWhlVelVec(eX)*SinWheel; // Calculate tire slip angle. if (RollingWhlVel == 0.0 && SideWhlVel == 0.0) { WheelSlip = 0.0; } else { WheelSlip = radtodeg*atan2(SideWhlVel, RollingWhlVel); } // 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. // Note to Jon: I commented out this line because I wasn't sure we want to do this. // vWhlVelVec = -1.0 * vWhlVelVec.Normalize(); // vWhlVelVec(eZ) = 0.00; // Compute the sideforce coefficients using similar assumptions to LaRCSim for now. // Allow a maximum of 10 degrees tire slip angle before wheel slides. At that point, // transition from static to dynamic friction. There are more complicated formulations // of this that avoid the discrete jump. Will fix this later. if (fabs(WheelSlip) <= 10.0) { FCoeff = staticFCoeff*WheelSlip/10.0; } else { FCoeff = dynamicFCoeff*fabs(WheelSlip)/WheelSlip; } // Compute the vertical force on the wheel using square-law damping (per comment // in paper AIAA-2000-4303 - see header prologue comments). We might consider // allowing for both square and linear damping force calculation. Also need to // possibly give a "rebound damping factor" that differs from the compression // case. NOTE: SQUARE LAW DAMPING NO GOOD! vLocalForce(eZ) = min(-compressLength * kSpring - compressSpeed * bDamp, (double)0.0); MaximumStrutForce = max(MaximumStrutForce, fabs(vLocalForce(eZ))); MaximumStrutTravel = max(MaximumStrutTravel, fabs(compressLength)); // Compute the forces in the wheel ground plane. RollingForce = 0; if (fabs(RollingWhlVel) > 1E-3) { RollingForce = vLocalForce(eZ) * BrakeFCoeff * fabs(RollingWhlVel)/RollingWhlVel; } SideForce = vLocalForce(eZ) * FCoeff; // Transform these forces back to the local reference frame. vLocalForce(eX) = RollingForce*CosWheel - SideForce*SinWheel; vLocalForce(eY) = SideForce*CosWheel + RollingForce*SinWheel; // Note to Jon: At this point the forces will be too big when the airplane is // stopped or rolling to a stop. We need to make sure that the gear forces just // balance out the non-gear forces when the airplane is stopped. That way the // airplane won't start to accelerate until the non-gear/ forces are larger than // the gear forces. I think that the proper fix should go into FGAircraft::FMGear. // This routine would only compute the local strut forces and return them to // FMGear. All of the gear forces would get adjusted in FMGear using the total // non-gear forces. Then the gear moments would be calculated. If strange things // start happening to the airplane during testing as it rolls to a stop, then we // need to implement this change. I ran out of time to do it now but have the // equations. // Transform the forces back to the body frame and compute the moment. 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; } compressLength = 0.0; // reset compressLength to zero for data output validity vForce.InitMatrix(); vMoment.InitMatrix(); } if (FirstContact) { DistanceTraveled += Position->GetVel().Magnitude()*State->Getdt()*Aircraft->GetRate(); } if (ReportEnable && Position->GetVel().Magnitude() <= 0.05 && !Reported) { if (debug_lvl > 0) Report(); } if (lastWOW != WOW) { PutMessage("GEAR_CONTACT", WOW); } lastWOW = WOW; // Crash detection logic (really out-of-bounds detection) if (compressLength > 500.0 || vForce.Magnitude() > 100000000.0 || vMoment.Magnitude() > 5000000000.0 || SinkRate > 1.4666*30) { PutMessage("Crash Detected"); Exec->Freeze(); } 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; } //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% void FGLGear::Debug(void) { // TODO: Add user code here }