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flightgear/src/FDM/JSBSim/FGGroundReactions.cpp

254 lines
8.7 KiB
C++

/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Module: FGGroundReactions.cpp
Author: Jon S. Berndt
Date started: 09/13/00
Purpose: Encapsulates the ground reaction forces (gear and collision)
------------- Copyright (C) 2000 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
--------------------------------------------------------------------------------
09/13/00 JSB Created
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
INCLUDES
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
#include "FGGroundReactions.h"
#include "FGPropertyManager.h"
static const char *IdSrc = "$Id$";
static const char *IdHdr = ID_GROUNDREACTIONS;
#if defined (__APPLE__)
/* Not all systems have the gcvt function */
inline char* gcvt (double value, int ndigits, char *buf) {
/* note that this is not exactly what gcvt is supposed to do! */
snprintf (buf, ndigits+1, "%f", value);
return buf;
}
#endif
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
CLASS IMPLEMENTATION
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
FGGroundReactions::FGGroundReactions(FGFDMExec* fgex) : FGModel(fgex)
{
Name = "FGGroundReactions";
bind();
Debug(0);
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
FGGroundReactions::~FGGroundReactions(void)
{
unbind();
Debug(1);
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
bool FGGroundReactions::Run(void)
{
if (!FGModel::Run()) {
vForces.InitMatrix();
vMoments.InitMatrix();
// Only execute gear force code below 300 feet
if ( Position->GetDistanceAGL() < 300.0 ) {
vector <FGLGear>::iterator iGear = lGear.begin();
// Sum forces and moments for all gear, here.
// Some optimizations may be made here - or rather in the gear code itself.
// The gear ::Run() method is called several times - once for each gear.
// Perhaps there is some commonality for things which only need to be
// calculated once.
while (iGear != lGear.end()) {
vForces += iGear->Force();
vMoments += iGear->Moment();
iGear++;
}
} else {
// Crash Routine
}
return false;
} else {
return true;
}
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
bool FGGroundReactions::Load(FGConfigFile* AC_cfg)
{
string token;
AC_cfg->GetNextConfigLine();
while ((token = AC_cfg->GetValue()) != string("/UNDERCARRIAGE")) {
lGear.push_back(FGLGear(AC_cfg, FDMExec));
}
return true;
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
string FGGroundReactions::GetGroundReactionStrings(void)
{
string GroundReactionStrings = "";
bool firstime = true;
for (unsigned int i=0;i<lGear.size();i++) {
if (!firstime) GroundReactionStrings += ", ";
GroundReactionStrings += (lGear[i].GetName() + "_WOW, ");
GroundReactionStrings += (lGear[i].GetName() + "_stroke, ");
GroundReactionStrings += (lGear[i].GetName() + "_strokeVel, ");
GroundReactionStrings += (lGear[i].GetName() + "_CompressForce, ");
GroundReactionStrings += (lGear[i].GetName() + "_WhlSideForce, ");
GroundReactionStrings += (lGear[i].GetName() + "_WhlRollForce, ");
GroundReactionStrings += (lGear[i].GetName() + "_BodyXForce, ");
GroundReactionStrings += (lGear[i].GetName() + "_BodyYForce, ");
GroundReactionStrings += (lGear[i].GetName() + "_WhlSlipDegrees");
firstime = false;
}
return GroundReactionStrings;
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
string FGGroundReactions::GetGroundReactionValues(void)
{
char buff[20];
string GroundReactionValues = "";
bool firstime = true;
for (unsigned int i=0;i<lGear.size();i++) {
if (!firstime) GroundReactionValues += ", ";
GroundReactionValues += string( lGear[i].GetWOW()?"1":"0" ) + ", ";
GroundReactionValues += (string(gcvt(lGear[i].GetCompLen(), 5, buff)) + ", ");
GroundReactionValues += (string(gcvt(lGear[i].GetCompVel(), 6, buff)) + ", ");
GroundReactionValues += (string(gcvt(lGear[i].GetCompForce(), 10, buff)) + ", ");
GroundReactionValues += (string(gcvt(lGear[i].GetWheelSideForce(), 6, buff)) + ", ");
GroundReactionValues += (string(gcvt(lGear[i].GetWheelRollForce(), 6, buff)) + ", ");
GroundReactionValues += (string(gcvt(lGear[i].GetBodyXForce(), 6, buff)) + ", ");
GroundReactionValues += (string(gcvt(lGear[i].GetBodyYForce(), 6, buff)) + ", ");
GroundReactionValues += (string(gcvt(lGear[i].GetWheelSlipAngle(), 6, buff)));
firstime = false;
}
return GroundReactionValues;
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
void FGGroundReactions::bind(void)
{
typedef double (FGGroundReactions::*PMF)(int) const;
PropertyManager->Tie("gear/num-units", this,
&FGGroundReactions::GetNumGearUnits);
PropertyManager->Tie("moments/l-gear-lbsft", this,1,
(PMF)&FGGroundReactions::GetMoments);
PropertyManager->Tie("moments/m-gear-lbsft", this,2,
(PMF)&FGGroundReactions::GetMoments);
PropertyManager->Tie("moments/n-gear-lbsft", this,3,
(PMF)&FGGroundReactions::GetMoments);
PropertyManager->Tie("forces/fbx-gear-lbs", this,1,
(PMF)&FGGroundReactions::GetForces);
PropertyManager->Tie("forces/fby-gear-lbs", this,2,
(PMF)&FGGroundReactions::GetForces);
PropertyManager->Tie("forces/fbz-gear-lbs", this,3,
(PMF)&FGGroundReactions::GetForces);
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
void FGGroundReactions::unbind(void)
{
PropertyManager->Untie("gear/num-units");
PropertyManager->Untie("moments/l-gear-lbsft");
PropertyManager->Untie("moments/m-gear-lbsft");
PropertyManager->Untie("moments/n-gear-lbsft");
PropertyManager->Untie("forces/fbx-gear-lbs");
PropertyManager->Untie("forces/fby-gear-lbs");
PropertyManager->Untie("forces/fbz-gear-lbs");
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
// The bitmasked value choices are as follows:
// unset: In this case (the default) JSBSim would only print
// out the normally expected messages, essentially echoing
// the config files as they are read. If the environment
// variable is not set, debug_lvl is set to 1 internally
// 0: This requests JSBSim not to output any messages
// whatsoever.
// 1: This value explicity requests the normal JSBSim
// startup messages
// 2: This value asks for a message to be printed out when
// a class is instantiated
// 4: When this value is set, a message is displayed when a
// FGModel object executes its Run() method
// 8: When this value is set, various runtime state variables
// are printed out periodically
// 16: When set various parameters are sanity checked and
// a message is printed out when they go out of bounds
void FGGroundReactions::Debug(int from)
{
if (debug_lvl <= 0) return;
if (debug_lvl & 1) { // Standard console startup message output
if (from == 0) { // Constructor
}
}
if (debug_lvl & 2 ) { // Instantiation/Destruction notification
if (from == 0) cout << "Instantiated: FGGroundReactions" << endl;
if (from == 1) cout << "Destroyed: FGGroundReactions" << endl;
}
if (debug_lvl & 4 ) { // Run() method entry print for FGModel-derived objects
}
if (debug_lvl & 8 ) { // Runtime state variables
}
if (debug_lvl & 16) { // Sanity checking
}
if (debug_lvl & 64) {
if (from == 0) { // Constructor
cout << IdSrc << endl;
cout << IdHdr << endl;
}
}
}