622 lines
24 KiB
Objective-C
622 lines
24 KiB
Objective-C
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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Header: FGFDMExec.h
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Author: Jon Berndt
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Date started: 11/17/98
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file The header file for the JSBSim executive.
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------------- Copyright (C) 1999 Jon S. Berndt (jon@jsbsim.org) -------------
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This program is free software; you can redistribute it and/or modify it under
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the terms of the GNU Lesser General Public License as published by the Free Software
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Foundation; either version 2 of the License, or (at your option) any later
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version.
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This program is distributed in the hope that it will be useful, but WITHOUT
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ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more
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details.
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You should have received a copy of the GNU Lesser General Public License along with
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this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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Place - Suite 330, Boston, MA 02111-1307, USA.
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Further information about the GNU Lesser General Public License can also be found on
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the world wide web at http://www.gnu.org.
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HISTORY
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--------------------------------------------------------------------------------
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11/17/98 JSB Created
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7/31/99 TP Added RunIC function that runs the sim so that every frame
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begins with the IC values from the given FGInitialCondition
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object and dt=0.
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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SENTRY
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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#ifndef FGFDMEXEC_HEADER_H
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#define FGFDMEXEC_HEADER_H
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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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INCLUDES
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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#include <vector>
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#include <string>
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#include "initialization/FGTrim.h"
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#include "FGJSBBase.h"
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#include "input_output/FGPropertyManager.h"
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#include "input_output/FGGroundCallback.h"
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#include "input_output/FGXMLFileRead.h"
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#include "models/FGPropagate.h"
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#include "math/FGColumnVector3.h"
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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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DEFINITIONS
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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#define ID_FDMEXEC "$Id: FGFDMExec.h,v 1.71 2011/09/07 02:37:04 jberndt Exp $"
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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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FORWARD DECLARATIONS
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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namespace JSBSim {
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class FGScript;
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class FGTrim;
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class FGAerodynamics;
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class FGAircraft;
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class FGAtmosphere;
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class FGAccelerations;
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class FGWinds;
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class FGAuxiliary;
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class FGBuoyantForces;
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class FGExternalReactions;
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class FGGroundReactions;
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class FGFCS;
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class FGInertial;
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class FGInput;
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class FGOutput;
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class FGPropagate;
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class FGPropulsion;
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class FGMassBalance;
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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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CLASS DOCUMENTATION
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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/** Encapsulates the JSBSim simulation executive.
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This class is the executive class through which all other simulation classes
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are instantiated, initialized, and run. When integrated with FlightGear (or
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other flight simulator) this class is typically instantiated by an interface
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class on the simulator side.
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At the time of simulation initialization, the interface
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class creates an instance of this executive class. The
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executive is subsequently directed to load the chosen aircraft specification
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file:
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@code
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fdmex = new FGFDMExec( ... );
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result = fdmex->LoadModel( ... );
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@endcode
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When an aircraft model is loaded, the config file is parsed and for each of the
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sections of the config file (propulsion, flight control, etc.) the
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corresponding Load() method is called (e.g. FGFCS::Load()).
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Subsequent to the creation of the executive and loading of the model,
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initialization is performed. Initialization involves copying control inputs
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into the appropriate JSBSim data storage locations, configuring it for the set
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of user supplied initial conditions, and then copying state variables from
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JSBSim. The state variables are used to drive the instrument displays and to
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place the vehicle model in world space for visual rendering:
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@code
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copy_to_JSBsim(); // copy control inputs to JSBSim
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fdmex->RunIC(); // loop JSBSim once w/o integrating
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copy_from_JSBsim(); // update the bus
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@endcode
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Once initialization is complete, cyclic execution proceeds:
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@code
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copy_to_JSBsim(); // copy control inputs to JSBSim
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fdmex->Run(); // execute JSBSim
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copy_from_JSBsim(); // update the bus
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@endcode
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JSBSim can be used in a standalone mode by creating a compact stub program
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that effectively performs the same progression of steps as outlined above for
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the integrated version, but with two exceptions. First, the copy_to_JSBSim()
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and copy_from_JSBSim() functions are not used because the control inputs are
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handled directly by the scripting facilities and outputs are handled by the
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output (data logging) class. Second, the name of a script file can be supplied
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to the stub program. Scripting (see FGScript) provides a way to supply command
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inputs to the simulation:
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@code
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FDMExec = new JSBSim::FGFDMExec();
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FDMExec->LoadScript( ScriptName ); // the script loads the aircraft and ICs
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result = FDMExec->Run();
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while (result) { // cyclic execution
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result = FDMExec->Run(); // execute JSBSim
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}
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@endcode
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The standalone mode has been useful for verifying changes before committing
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updates to the source code repository. It is also useful for running sets of
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tests that reveal some aspects of simulated aircraft performance, such as
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range, time-to-climb, takeoff distance, etc.
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<h3>JSBSim Debugging Directives</h3>
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This describes to any interested entity the debug level
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requested by setting the JSBSIM_DEBUG environment variable.
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The bitmasked value choices are as follows:
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- <b>unset</b>: In this case (the default) JSBSim would only print
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out the normally expected messages, essentially echoing
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the config files as they are read. If the environment
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variable is not set, debug_lvl is set to 1 internally
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- <b>0</b>: This requests JSBSim not to output any messages
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whatsoever
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- <b>1</b>: This value explicity requests the normal JSBSim
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startup messages
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- <b>2</b>: This value asks for a message to be printed out when
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a class is instantiated
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- <b>4</b>: When this value is set, a message is displayed when a
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FGModel object executes its Run() method
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- <b>8</b>: When this value is set, various runtime state variables
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are printed out periodically
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- <b>16</b>: When set various parameters are sanity checked and
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a message is printed out when they go out of bounds
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<h3>Properties</h3>
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@property simulator/do_trim (write only) Can be set to the integer equivalent to one of
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tLongitudinal (0), tFull (1), tGround (2), tPullup (3),
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tCustom (4), tTurn (5). Setting this to a legal value
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(such as by a script) causes a trim to be performed. This
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property actually maps toa function call of DoTrim().
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@author Jon S. Berndt
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@version $Revision: 1.71 $
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*/
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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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CLASS DECLARATION
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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class FGFDMExec : public FGJSBBase, public FGXMLFileRead
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{
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struct childData {
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FGFDMExec* exec;
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string info;
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FGColumnVector3 Loc;
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FGColumnVector3 Orient;
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bool mated;
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bool internal;
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childData(void) {
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info = "";
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Loc = FGColumnVector3(0,0,0);
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Orient = FGColumnVector3(0,0,0);
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mated = true;
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internal = false;
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}
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void Run(void) {exec->Run();}
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void AssignState(FGPropagate* source_prop) {
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exec->GetPropagate()->SetVState(source_prop->GetVState());
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}
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~childData(void) {
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delete exec;
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}
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};
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public:
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/// Default constructor
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FGFDMExec(FGPropertyManager* root = 0, unsigned int* fdmctr = 0);
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/// Default destructor
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~FGFDMExec();
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// This list of enums is very important! The order in which models are listed here
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// determines the order of execution of the models.
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enum eModels { ePropagate=0,
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eInput,
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eInertial,
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eAtmosphere,
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eWinds,
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eAuxiliary,
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eSystems,
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ePropulsion,
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eAerodynamics,
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eGroundReactions,
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eExternalReactions,
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eBuoyantForces,
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eMassBalance,
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eAircraft,
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eAccelerations,
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eNumStandardModels };
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/** Unbind all tied JSBSim properties. */
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void Unbind(void) {instance->Unbind();}
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/** This routine places a model into the runlist at the specified rate. The
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"rate" is not really a clock rate. It represents how many calls to the
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FGFDMExec::Run() method must be made before the model is executed. A
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value of 1 means that the model will be executed for each call to the
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exec's Run() method. A value of 5 means that the model will only be
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executed every 5th call to the exec's Run() method. Use of a rate other than
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one is at this time not recommended.
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@param model A pointer to the model being scheduled.
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@param rate The rate at which to execute the model as described above.
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Default is every frame (rate=1).
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@return Currently returns 0 always. */
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void Schedule(FGModel* model, int rate=1);
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/** This function executes each scheduled model in succession.
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@return true if successful, false if sim should be ended */
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bool Run(void);
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/** Initializes the sim from the initial condition object and executes
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each scheduled model without integrating i.e. dt=0.
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@return true if successful */
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bool RunIC(void);
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/** Sets the ground callback pointer.
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@param gc A pointer to a ground callback object. */
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void SetGroundCallback(FGGroundCallback* gc);
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/** Loads an aircraft model.
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@param AircraftPath path to the aircraft/ directory. For instance:
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"aircraft". Under aircraft, then, would be directories for various
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modeled aircraft such as C172/, x15/, etc.
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@param EnginePath path to the directory under which engine config
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files are kept, for instance "engine"
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@param SystemsPath path to the directory under which systems config
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files are kept, for instance "systems"
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@param model the name of the aircraft model itself. This file will
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be looked for in the directory specified in the AircraftPath variable,
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and in turn under the directory with the same name as the model. For
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instance: "aircraft/x15/x15.xml"
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@param addModelToPath set to true to add the model name to the
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AircraftPath, defaults to true
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@return true if successful */
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bool LoadModel(const string& AircraftPath, const string& EnginePath, const string& SystemsPath,
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const string& model, bool addModelToPath = true);
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/** Loads an aircraft model. The paths to the aircraft and engine
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config file directories must be set prior to calling this. See
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below.
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@param model the name of the aircraft model itself. This file will
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be looked for in the directory specified in the AircraftPath variable,
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and in turn under the directory with the same name as the model. For
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instance: "aircraft/x15/x15.xml"
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@param addModelToPath set to true to add the model name to the
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AircraftPath, defaults to true
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@return true if successful*/
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bool LoadModel(const string& model, bool addModelToPath = true);
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/** Loads a script
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@param Script the full path name and file name for the script to be loaded.
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@param deltaT The simulation integration step size, if given. If no value is supplied
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then 0.0 is used and the value is expected to be supplied in
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the script file itself.
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@return true if successfully loadsd; false otherwise. */
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bool LoadScript(const string& Script, double deltaT=0.0);
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/** Sets the path to the engine config file directories.
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@param path path to the directory under which engine config
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files are kept, for instance "engine" */
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bool SetEnginePath(const string& path) { EnginePath = RootDir + path; return true; }
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/** Sets the path to the aircraft config file directories.
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@param path path to the aircraft directory. For instance:
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"aircraft". Under aircraft, then, would be directories for various
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modeled aircraft such as C172/, x15/, etc. */
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bool SetAircraftPath(const string& path) { AircraftPath = RootDir + path; return true; }
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/** Sets the path to the systems config file directories.
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@param path path to the directory under which systems config
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files are kept, for instance "systems" */
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bool SetSystemsPath(const string& path) { SystemsPath = RootDir + path; return true; }
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/// @name Top-level executive State and Model retrieval mechanism
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//@{
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/// Returns the FGAtmosphere pointer.
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FGAtmosphere* GetAtmosphere(void) {return (FGAtmosphere*)Models[eAtmosphere];}
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/// Returns the FGAccelerations pointer.
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FGAccelerations* GetAccelerations(void) {return (FGAccelerations*)Models[eAccelerations];}
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/// Returns the FGWinds pointer.
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FGWinds* GetWinds(void) {return (FGWinds*)Models[eWinds];}
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/// Returns the FGFCS pointer.
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FGFCS* GetFCS(void) {return (FGFCS*)Models[eSystems];}
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/// Returns the FGPropulsion pointer.
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FGPropulsion* GetPropulsion(void) {return (FGPropulsion*)Models[ePropulsion];}
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/// Returns the FGAircraft pointer.
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FGMassBalance* GetMassBalance(void) {return (FGMassBalance*)Models[eMassBalance];}
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/// Returns the FGAerodynamics pointer
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FGAerodynamics* GetAerodynamics(void){return (FGAerodynamics*)Models[eAerodynamics];}
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/// Returns the FGInertial pointer.
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FGInertial* GetInertial(void) {return (FGInertial*)Models[eInertial];}
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/// Returns the FGGroundReactions pointer.
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FGGroundReactions* GetGroundReactions(void) {return (FGGroundReactions*)Models[eGroundReactions];}
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/// Returns the FGExternalReactions pointer.
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FGExternalReactions* GetExternalReactions(void) {return (FGExternalReactions*)Models[eExternalReactions];}
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/// Returns the FGBuoyantForces pointer.
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FGBuoyantForces* GetBuoyantForces(void) {return (FGBuoyantForces*)Models[eBuoyantForces];}
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/// Returns the FGAircraft pointer.
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FGAircraft* GetAircraft(void) {return (FGAircraft*)Models[eAircraft];}
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/// Returns the FGPropagate pointer.
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FGPropagate* GetPropagate(void) {return (FGPropagate*)Models[ePropagate];}
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/// Returns the FGAuxiliary pointer.
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FGAuxiliary* GetAuxiliary(void) {return (FGAuxiliary*)Models[eAuxiliary];}
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/// Returns the FGInput pointer.
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FGInput* GetInput(void) {return (FGInput*)Models[eInput];}
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/// Returns the FGGroundCallback pointer.
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FGGroundCallback* GetGroundCallback(void) {return GroundCallback;}
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/// Retrieves the script object
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FGScript* GetScript(void) {return Script;}
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// Returns a pointer to the FGInitialCondition object
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FGInitialCondition* GetIC(void) {return IC;}
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// Returns a pointer to the FGTrim object
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FGTrim* GetTrim(void);
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//@}
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/// Retrieves the engine path.
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const string& GetEnginePath(void) {return EnginePath;}
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/// Retrieves the aircraft path.
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const string& GetAircraftPath(void) {return AircraftPath;}
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/// Retrieves the systems path.
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const string& GetSystemsPath(void) {return SystemsPath;}
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/// Retrieves the full aircraft path name.
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const string& GetFullAircraftPath(void) {return FullAircraftPath;}
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/** Retrieves the value of a property.
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@param property the name of the property
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@result the value of the specified property */
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inline double GetPropertyValue(const string& property) {return instance->GetDouble(property);}
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/** Sets a property value.
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@param property the property to be set
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@param value the value to set the property to */
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inline void SetPropertyValue(const string& property, double value) {
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instance->SetDouble(property, value);
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}
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/// Returns the model name.
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const string& GetModelName(void) { return modelName; }
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/*
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/// Returns the current time.
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double GetSimTime(void);
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/// Returns the current frame time (delta T).
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double GetDeltaT(void);
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*/
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/// Returns a pointer to the property manager object.
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FGPropertyManager* GetPropertyManager(void);
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/// Returns a vector of strings representing the names of all loaded models (future)
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vector <string> EnumerateFDMs(void);
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/// Gets the number of child FDMs.
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int GetFDMCount(void) {return (int)ChildFDMList.size();}
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/// Gets a particular child FDM.
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childData* GetChildFDM(int i) {return ChildFDMList[i];}
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/// Marks this instance of the Exec object as a "child" object.
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void SetChild(bool ch) {IsChild = ch;}
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/** Sets the output (logging) mechanism for this run.
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Calling this function passes the name of an output directives file to
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the FGOutput object associated with this run. The call to this function
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should be made prior to loading an aircraft model. This call results in an
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FGOutput object being built as the first Output object in the FDMExec-managed
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list of Output objects that may be created for an aircraft model. If this call
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is made after an aircraft model is loaded, there is no effect. Any Output
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objects added by the aircraft model itself (in an <output> element) will be
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added after this one. Care should be taken not to refer to the same file
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name.
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An output directives file contains an <output> </output> element, within
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which should be specified the parameters or parameter groups that should
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be logged.
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@param fname the filename of an output directives file.
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*/
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bool SetOutputDirectives(const string& fname);
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/** Forces the specified output object to print its items once */
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void ForceOutput(int idx=0);
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/** Sets (or overrides) the output filename
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@param fname the name of the file to output data to
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@return true if successful, false if there is no output specified for the flight model */
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bool SetOutputFileName(const string& fname);
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/** Retrieves the current output filename.
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@return the name of the output file for the first output specified by the flight model.
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If none is specified, the empty string is returned. */
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string GetOutputFileName(void);
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/** Executes trimming in the selected mode.
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* @param mode Specifies how to trim:
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* - tLongitudinal=0
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* - tFull
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* - tGround
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* - tPullup
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* - tCustom
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* - tTurn
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* - tNone */
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void DoTrim(int mode);
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/// Disables data logging to all outputs.
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void DisableOutput(void);
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/// Enables data logging to all outputs.
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void EnableOutput(void);
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/// Pauses execution by preventing time from incrementing.
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void Hold(void) {holding = true;}
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/// Resumes execution from a "Hold".
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void Resume(void) {holding = false;}
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/// Returns true if the simulation is Holding (i.e. simulation time is not moving).
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bool Holding(void) {return holding;}
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/// Resets the initial conditions object and prepares the simulation to run again.
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void ResetToInitialConditions(void);
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/// Sets the debug level.
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void SetDebugLevel(int level) {debug_lvl = level;}
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struct PropertyCatalogStructure {
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/// Name of the property.
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string base_string;
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/// The node for the property.
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FGPropertyManager *node;
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};
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/** Builds a catalog of properties.
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* This function descends the property tree and creates a list (an STL vector)
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* containing the name and node for all properties.
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* @param pcs The "root" property catalog structure pointer. */
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void BuildPropertyCatalog(struct PropertyCatalogStructure* pcs);
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/** Retrieves property or properties matching the supplied string.
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* A string is returned that contains a carriage return delimited list of all
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* strings in the property catalog that matches the supplied check string.
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* @param check The string to search for in the property catalog.
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* @return the carriage-return-delimited string containing all matching strings
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* in the catalog. */
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string QueryPropertyCatalog(const string& check);
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// Print the contents of the property catalog for the loaded aircraft.
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void PrintPropertyCatalog(void);
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vector<string>& GetPropertyCatalog(void) {return PropertyCatalog;}
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void SetTrimStatus(bool status){ trim_status = status; }
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bool GetTrimStatus(void) const { return trim_status; }
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void SetTrimMode(int mode){ ta_mode = mode; }
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int GetTrimMode(void) const { return ta_mode; }
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string GetPropulsionTankReport();
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/// Returns the cumulative simulation time in seconds.
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double GetSimTime(void) const { return sim_time; }
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/// Returns the simulation delta T.
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double GetDeltaT(void) {return dT;}
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/// Suspends the simulation and sets the delta T to zero.
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void SuspendIntegration(void) {saved_dT = dT; dT = 0.0;}
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/// Resumes the simulation by resetting delta T to the correct value.
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void ResumeIntegration(void) {dT = saved_dT;}
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|
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/** Returns the simulation suspension state.
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@return true if suspended, false if executing */
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bool IntegrationSuspended(void) {return dT == 0.0;}
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|
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/** Sets the current sim time.
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|
@param cur_time the current time
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|
@return the current simulation time. */
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double Setsim_time(double cur_time) {
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sim_time = cur_time;
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return sim_time;
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}
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|
|
|
/** Sets the integration time step for the simulation executive.
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|
@param delta_t the time step in seconds. */
|
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void Setdt(double delta_t) { dT = delta_t; }
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|
|
|
/** Sets the root directory where JSBSim starts looking for its system directories.
|
|
@param rootDir the string containing the root directory. */
|
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void SetRootDir(const string& rootDir) {RootDir = rootDir;}
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|
|
|
/** Retrieves the Root Directory.
|
|
@return the string representing the root (base) JSBSim directory. */
|
|
const string& GetRootDir(void) const {return RootDir;}
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|
|
/** Increments the simulation time if not in Holding mode. The Frame counter
|
|
is also incremented.
|
|
@return the new simulation time. */
|
|
double IncrTime(void) {
|
|
if (!holding) sim_time += dT;
|
|
Frame++;
|
|
return sim_time;
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|
}
|
|
|
|
/** Retrieves the current debug level setting. */
|
|
int GetDebugLevel(void) const {return debug_lvl;};
|
|
|
|
private:
|
|
int Error;
|
|
unsigned int Frame;
|
|
unsigned int IdFDM;
|
|
unsigned short Terminate;
|
|
double dT;
|
|
double saved_dT;
|
|
double sim_time;
|
|
bool holding;
|
|
bool Constructing;
|
|
bool modelLoaded;
|
|
bool IsChild;
|
|
bool firstPass;
|
|
string modelName;
|
|
string AircraftPath;
|
|
string FullAircraftPath;
|
|
string EnginePath;
|
|
string SystemsPath;
|
|
string CFGVersion;
|
|
string Release;
|
|
string RootDir;
|
|
|
|
// Standard Model pointers - shortcuts for internal executive use only.
|
|
FGPropagate* Propagate;
|
|
FGInertial* Inertial;
|
|
FGAtmosphere* Atmosphere;
|
|
FGWinds* Winds;
|
|
FGAuxiliary* Auxiliary;
|
|
FGFCS* FCS;
|
|
FGPropulsion* Propulsion;
|
|
FGAerodynamics* Aerodynamics;
|
|
FGGroundReactions* GroundReactions;
|
|
FGExternalReactions* ExternalReactions;
|
|
FGBuoyantForces* BuoyantForces;
|
|
FGMassBalance* MassBalance;
|
|
FGAircraft* Aircraft;
|
|
FGAccelerations* Accelerations;
|
|
|
|
bool trim_status;
|
|
int ta_mode;
|
|
|
|
FGGroundCallback* GroundCallback;
|
|
FGScript* Script;
|
|
FGInitialCondition* IC;
|
|
FGTrim* Trim;
|
|
|
|
FGPropertyManager* Root;
|
|
bool StandAlone;
|
|
FGPropertyManager* instance;
|
|
|
|
// The FDM counter is used to give each child FDM an unique ID. The root FDM has the ID 0
|
|
unsigned int* FDMctr;
|
|
|
|
vector <string> PropertyCatalog;
|
|
vector <FGOutput*> Outputs;
|
|
vector <childData*> ChildFDMList;
|
|
vector <FGModel*> Models;
|
|
|
|
bool ReadFileHeader(Element*);
|
|
bool ReadChild(Element*);
|
|
bool ReadPrologue(Element*);
|
|
void ResetToInitialConditions(int mode);
|
|
void LoadInputs(unsigned int idx);
|
|
void LoadPlanetConstants(void);
|
|
void LoadModelConstants(void);
|
|
bool Allocate(void);
|
|
bool DeAllocate(void);
|
|
void Initialize(FGInitialCondition *FGIC);
|
|
|
|
void Debug(int from);
|
|
};
|
|
}
|
|
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
|
#endif
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