/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% 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 "FGEngine.h" #include "FGTank.h" #include "FGMatrix33.h" /*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% DEFINITIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/ #define ID_PROPULSION "$Id$" /*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% FORWARD DECLARATIONS %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/ namespace JSBSim { /*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% CLASS DOCUMENTATION %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/ /** Propulsion management class. The Propulsion class is the container for the entire propulsion system, which is comprised of engines, and tanks. Once the Propulsion class gets the config file, it reads in information which is specific to a type of engine. Then: -# The appropriate engine type instance is created -# At least one tank object is created, and is linked to an engine. At Run time each engines Calculate() method is called. @author Jon S. Berndt @version $Id$ @see FGEngine FGTank */ /*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% 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, calculating the power available from the engine. [Note: Should we be checking the Starved flag here?] */ bool Run(void); /** Loads the propulsion system (engine[s] and tank[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; } /** 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 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(string delimeter); string GetPropulsionValues(string delimeter); 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);} inline bool GetRefuel(void) {return refuel;} inline void SetRefuel(bool setting) {refuel = setting;} double Transfer(int source, int target, double amount); void DoRefuel(double time_slice); FGColumnVector3& GetTanksMoment(void); double GetTanksWeight(void); inline int GetActiveEngine(void) const { return ActiveEngine; } inline int GetActiveEngine(void); inline bool GetFuelFreeze(void) {return fuel_freeze;} void SetMagnetos(int setting); void SetStarter(int setting); void SetCutoff(int setting=0); void SetActiveEngine(int engine); void SetFuelFreeze(bool f); FGMatrix33& CalculateTankInertias(void); void bind(); void unbind(); private: vector Engines; vector Tanks; vector ::iterator iTank; unsigned int numSelectedFuelTanks; unsigned int numSelectedOxiTanks; unsigned int numFuelTanks; unsigned int numOxiTanks; unsigned int numEngines; unsigned int numTanks; int ActiveEngine; FGColumnVector3 vForces; FGColumnVector3 vMoments; FGColumnVector3 vTankXYZ; FGColumnVector3 vXYZtank_arm; FGMatrix33 tankJ; bool refuel; bool fuel_freeze; void Debug(int from); }; } //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% #endif