926 lines
28 KiB
C++
926 lines
28 KiB
C++
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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Module: FGFDMExec.cpp
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Author: Jon S. Berndt
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Date started: 11/17/98
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Purpose: Schedules and runs the model routines.
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------------- Copyright (C) 1999 Jon S. Berndt (jsb@hal-pc.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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FUNCTIONAL DESCRIPTION
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--------------------------------------------------------------------------------
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This class wraps up the simulation scheduling routines.
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HISTORY
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--------------------------------------------------------------------------------
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11/17/98 JSB Created
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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COMMENTS, REFERENCES, and NOTES
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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INCLUDES
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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#include "FGFDMExec.h"
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#include "FGState.h"
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#include <models/FGAtmosphere.h>
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#include <models/atmosphere/FGMSIS.h>
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#include <models/atmosphere/FGMars.h>
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#include <models/FGFCS.h>
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#include <models/FGPropulsion.h>
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#include <models/FGMassBalance.h>
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#include <models/FGGroundReactions.h>
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#include <models/FGExternalReactions.h>
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#include <models/FGBuoyantForces.h>
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#include <models/FGAerodynamics.h>
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#include <models/FGInertial.h>
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#include <models/FGAircraft.h>
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#include <models/FGPropagate.h>
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#include <models/FGAuxiliary.h>
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#include <models/FGInput.h>
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#include <models/FGOutput.h>
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#include <initialization/FGInitialCondition.h>
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//#include <initialization/FGTrimAnalysis.h> // Remove until later
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#include <input_output/FGPropertyManager.h>
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#include <input_output/FGScript.h>
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#include <iostream>
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#include <iterator>
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namespace JSBSim {
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static const char *IdSrc = "$Id$";
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static const char *IdHdr = ID_FDMEXEC;
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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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GLOBAL DECLARATIONS
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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unsigned int FGFDMExec::FDMctr = 0;
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FGPropertyManager* FGFDMExec::master=0;
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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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CLASS IMPLEMENTATION
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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void checkTied ( FGPropertyManager *node )
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{
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int N = node->nChildren();
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string name;
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for (int i=0; i<N; i++) {
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if (node->getChild(i)->nChildren() ) {
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// cout << "Untieing " << node->getChild(i)->getName() << " property branch." << endl;
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checkTied( (FGPropertyManager*)node->getChild(i) );
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} else if ( node->getChild(i)->isTied() ) {
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name = ((FGPropertyManager*)node->getChild(i))->GetFullyQualifiedName();
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node->Untie(name);
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}
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}
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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// Constructor
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FGFDMExec::FGFDMExec(FGPropertyManager* root) : Root(root)
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{
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Frame = 0;
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FirstModel = 0;
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Error = 0;
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GroundCallback = 0;
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State = 0;
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Atmosphere = 0;
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FCS = 0;
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Propulsion = 0;
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MassBalance = 0;
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Aerodynamics = 0;
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Inertial = 0;
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GroundReactions = 0;
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ExternalReactions = 0;
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BuoyantForces = 0;
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Aircraft = 0;
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Propagate = 0;
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Auxiliary = 0;
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Input = 0;
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IC = 0;
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Trim = 0;
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Script = 0;
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modelLoaded = false;
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IsSlave = false;
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holding = false;
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Terminate = false;
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// Multiple FDM's are stopped for now. We need to ensure that
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// the "user" instance always gets the zeroeth instance number,
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// because there may be instruments or scripts tied to properties
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// in the jsbsim[0] node.
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// ToDo: it could be that when JSBSim is reset and a new FDM is wanted, that
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// process might try setting FDMctr = 0. Then the line below would not need
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// to be commented out.
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IdFDM = FDMctr;
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//FDMctr++;
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try {
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char* num = getenv("JSBSIM_DEBUG");
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if (num) debug_lvl = atoi(num); // set debug level
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} catch (...) { // if error set to 1
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debug_lvl = 1;
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}
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if (Root == 0) {
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if (master == 0)
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master = new FGPropertyManager;
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Root = master;
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}
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instance = Root->GetNode("/fdm/jsbsim",IdFDM,true);
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Debug(0);
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// this is to catch errors in binding member functions to the property tree.
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try {
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Allocate();
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} catch ( string msg ) {
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cout << "Caught error: " << msg << endl;
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exit(1);
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}
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trim_status = false;
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ta_mode = 99;
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Constructing = true;
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typedef int (FGFDMExec::*iPMF)(void) const;
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// instance->Tie("simulation/do_trim_analysis", this, (iPMF)0, &FGFDMExec::DoTrimAnalysis);
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instance->Tie("simulation/do_simple_trim", this, (iPMF)0, &FGFDMExec::DoTrim);
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instance->Tie("simulation/terminate", (int *)&Terminate);
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Constructing = false;
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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FGFDMExec::~FGFDMExec()
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{
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try {
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checkTied( instance );
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DeAllocate();
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if (Root == 0) delete master;
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} catch ( string msg ) {
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cout << "Caught error: " << msg << endl;
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}
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for (unsigned int i=1; i<SlaveFDMList.size(); i++) delete SlaveFDMList[i]->exec;
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SlaveFDMList.clear();
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//ToDo remove property catalog.
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Debug(1);
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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bool FGFDMExec::Allocate(void)
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{
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bool result=true;
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Atmosphere = new FGAtmosphere(this);
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FCS = new FGFCS(this);
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Propulsion = new FGPropulsion(this);
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MassBalance = new FGMassBalance(this);
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Aerodynamics = new FGAerodynamics (this);
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Inertial = new FGInertial(this);
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GroundCallback = new FGGroundCallback(Inertial->GetRefRadius());
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GroundReactions = new FGGroundReactions(this);
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ExternalReactions = new FGExternalReactions(this);
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BuoyantForces = new FGBuoyantForces(this);
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Aircraft = new FGAircraft(this);
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Propagate = new FGPropagate(this);
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Auxiliary = new FGAuxiliary(this);
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Input = new FGInput(this);
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State = new FGState(this); // This must be done here, as the FGState
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// class needs valid pointers to the above
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// model classes
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// Initialize models so they can communicate with each other
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Atmosphere->InitModel();
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FCS->InitModel();
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Propulsion->InitModel();
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MassBalance->InitModel();
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Aerodynamics->InitModel();
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Inertial->InitModel();
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GroundReactions->InitModel();
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ExternalReactions->InitModel();
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BuoyantForces->InitModel();
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Aircraft->InitModel();
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Propagate->InitModel();
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Auxiliary->InitModel();
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Input->InitModel();
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IC = new FGInitialCondition(this);
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// Schedule a model. The second arg (the integer) is the pass number. For
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// instance, the atmosphere model could get executed every fifth pass it is called
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// by the executive. IC and Trim objects are NOT scheduled.
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Schedule(Input, 1);
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Schedule(Atmosphere, 1);
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Schedule(FCS, 1);
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Schedule(Propulsion, 1);
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Schedule(MassBalance, 1);
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Schedule(Aerodynamics, 1);
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Schedule(Inertial, 1);
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Schedule(GroundReactions, 1);
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Schedule(ExternalReactions, 1);
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Schedule(BuoyantForces, 1);
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Schedule(Aircraft, 1);
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Schedule(Propagate, 1);
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Schedule(Auxiliary, 1);
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modelLoaded = false;
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return result;
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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bool FGFDMExec::DeAllocate(void)
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{
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delete Input;
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delete Atmosphere;
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delete FCS;
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delete Propulsion;
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delete MassBalance;
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delete Aerodynamics;
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delete Inertial;
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delete GroundReactions;
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delete ExternalReactions;
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delete BuoyantForces;
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delete Aircraft;
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delete Propagate;
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delete Auxiliary;
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delete State;
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delete Script;
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for (unsigned i=0; i<Outputs.size(); i++) delete Outputs[i];
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Outputs.clear();
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delete IC;
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delete Trim;
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delete GroundCallback;
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FirstModel = 0L;
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Error = 0;
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State = 0;
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Input = 0;
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Atmosphere = 0;
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FCS = 0;
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Propulsion = 0;
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MassBalance = 0;
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Aerodynamics = 0;
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Inertial = 0;
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GroundReactions = 0;
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ExternalReactions = 0;
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BuoyantForces = 0;
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Aircraft = 0;
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Propagate = 0;
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Auxiliary = 0;
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Script = 0;
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modelLoaded = false;
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return modelLoaded;
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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int FGFDMExec::Schedule(FGModel* model, int rate)
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{
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FGModel* model_iterator;
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model_iterator = FirstModel;
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if (model_iterator == 0L) { // this is the first model
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FirstModel = model;
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FirstModel->NextModel = 0L;
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FirstModel->SetRate(rate);
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} else { // subsequent model
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while (model_iterator->NextModel != 0L) {
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model_iterator = model_iterator->NextModel;
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}
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model_iterator->NextModel = model;
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model_iterator->NextModel->SetRate(rate);
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}
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return 0;
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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bool FGFDMExec::Run(void)
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{
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bool success=true;
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FGModel* model_iterator;
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model_iterator = FirstModel;
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if (model_iterator == 0L) return false;
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Debug(2);
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for (unsigned int i=1; i<SlaveFDMList.size(); i++) {
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// SlaveFDMList[i]->exec->State->Initialize(); // Transfer state to the slave FDM
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// SlaveFDMList[i]->exec->Run();
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}
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// returns true if success
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// false if complete
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if (Script != 0 && !State->IntegrationSuspended()) success = Script->RunScript();
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while (model_iterator != 0L) {
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model_iterator->Run();
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model_iterator = model_iterator->NextModel;
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}
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Frame++;
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if (!Holding()) State->IncrTime();
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if (Terminate) success = false;
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return (success);
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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// This call will cause the sim time to reset to 0.0
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bool FGFDMExec::RunIC(void)
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{
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State->SuspendIntegration();
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State->Initialize(IC);
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Run();
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State->ResumeIntegration();
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return true;
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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void FGFDMExec::ResetToInitialConditions(void)
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{
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FGModel* model_iterator;
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model_iterator = FirstModel;
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if (model_iterator == 0L) return;
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while (model_iterator != 0L) {
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model_iterator->InitModel();
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model_iterator = model_iterator->NextModel;
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}
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RunIC();
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if (Script) Script->ResetEvents();
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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void FGFDMExec::SetGroundCallback(FGGroundCallback* p)
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{
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delete GroundCallback;
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GroundCallback = p;
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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double FGFDMExec::GetSimTime(void)
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{
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return (State->Getsim_time());
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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double FGFDMExec::GetDeltaT(void)
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{
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return (State->Getdt());
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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vector <string> FGFDMExec::EnumerateFDMs(void)
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{
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vector <string> FDMList;
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FDMList.push_back(Aircraft->GetAircraftName());
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for (unsigned int i=1; i<SlaveFDMList.size(); i++) {
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FDMList.push_back(SlaveFDMList[i]->exec->GetAircraft()->GetAircraftName());
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}
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return FDMList;
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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bool FGFDMExec::LoadScript(string script)
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{
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bool result;
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Script = new FGScript(this);
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result = Script->LoadScript(script);
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return result;
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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bool FGFDMExec::LoadModel(string AircraftPath, string EnginePath, string SystemsPath,
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string model, bool addModelToPath)
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{
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FGFDMExec::AircraftPath = AircraftPath;
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FGFDMExec::EnginePath = EnginePath;
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FGFDMExec::SystemsPath = SystemsPath;
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return LoadModel(model, addModelToPath);
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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bool FGFDMExec::LoadModel(string model, bool addModelToPath)
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{
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string token;
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string aircraftCfgFileName;
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string separator = "/";
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Element* element = 0L;
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bool result = false; // initialize result to false, indicating input file not yet read
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modelName = model; // Set the class modelName attribute
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if( AircraftPath.empty() || EnginePath.empty() || SystemsPath.empty()) {
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cerr << "Error: attempted to load aircraft with undefined ";
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cerr << "aircraft, engine, and system paths" << endl;
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return false;
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}
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FullAircraftPath = AircraftPath;
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if (addModelToPath) FullAircraftPath += separator + model;
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aircraftCfgFileName = FullAircraftPath + separator + model + ".xml";
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if (modelLoaded) {
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DeAllocate();
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Allocate();
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}
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document = LoadXMLDocument(aircraftCfgFileName); // "document" is a class member
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if (document) {
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ReadPrologue(document);
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element = document->GetElement();
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result = true;
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while (element && result) {
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string element_name = element->GetName();
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if (element_name == "fileheader" ) result = ReadFileHeader(element);
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else if (element_name == "slave") result = ReadSlave(element);
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else if (element_name == "metrics") result = Aircraft->Load(element);
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else if (element_name == "mass_balance") result = MassBalance->Load(element);
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else if (element_name == "ground_reactions") result = GroundReactions->Load(element);
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else if (element_name == "external_reactions") result = ExternalReactions->Load(element);
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else if (element_name == "buoyant_forces") result = BuoyantForces->Load(element);
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else if (element_name == "propulsion") result = Propulsion->Load(element);
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else if (element_name == "system") result = FCS->Load(element,
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FGFCS::stSystem);
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else if (element_name == "autopilot") result = FCS->Load(element,
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FGFCS::stAutoPilot);
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else if (element_name == "flight_control") result = FCS->Load(element,
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FGFCS::stFCS);
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else if (element_name == "aerodynamics") result = Aerodynamics->Load(element);
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else if (element_name == "input") result = Input->Load(element);
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else if (element_name == "output") {
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FGOutput* Output = new FGOutput(this);
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Output->InitModel();
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Schedule(Output, 1);
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result = Output->Load(element);
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Outputs.push_back(Output);
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}
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else {
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cerr << "Found unexpected subsystem: " << element_name << ", exiting." << endl;
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result = false;
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break;
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}
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element = document->GetNextElement();
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}
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} else {
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cerr << fgred
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<< " JSBSim failed to load aircraft model."
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<< fgdef << endl;
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return false;
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}
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if (result) {
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modelLoaded = true;
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Debug(3);
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} else {
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cerr << fgred
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<< " JSBSim failed to load properly."
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<< fgdef << endl;
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return false;
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}
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struct PropertyCatalogStructure masterPCS;
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masterPCS.base_string = "";
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masterPCS.node = (FGPropertyManager*)Root;
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BuildPropertyCatalog(&masterPCS);
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return result;
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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void FGFDMExec::BuildPropertyCatalog(struct PropertyCatalogStructure* pcs)
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{
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struct PropertyCatalogStructure* pcsNew = new struct PropertyCatalogStructure;
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int node_idx = 0;
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char int_buf[10];
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for (unsigned int i=0; i<pcs->node->nChildren(); i++) {
|
|
pcsNew->base_string = pcs->base_string + "/" + pcs->node->getChild(i)->getName();
|
|
node_idx = pcs->node->getChild(i)->getIndex();
|
|
sprintf(int_buf, "[%d]", node_idx);
|
|
if (node_idx != 0) pcsNew->base_string += string(int_buf);
|
|
if (pcs->node->getChild(i)->nChildren() == 0) {
|
|
PropertyCatalog.push_back(pcsNew->base_string);
|
|
} else {
|
|
pcsNew->node = (FGPropertyManager*)pcs->node->getChild(i);
|
|
BuildPropertyCatalog(pcsNew);
|
|
}
|
|
}
|
|
delete pcsNew;
|
|
}
|
|
|
|
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
|
|
|
string FGFDMExec::QueryPropertyCatalog(string in)
|
|
{
|
|
string results="";
|
|
for (unsigned i=0; i<PropertyCatalog.size(); i++) {
|
|
if (PropertyCatalog[i].find(in) != string::npos) results += PropertyCatalog[i] + "\n";
|
|
}
|
|
if (results.empty()) return "No matches found\n";
|
|
return results;
|
|
}
|
|
|
|
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
|
|
|
void FGFDMExec::PrintPropertyCatalog(void)
|
|
{
|
|
cout << endl;
|
|
cout << " " << fgblue << highint << underon << "Property Catalog for "
|
|
<< modelName << reset << endl << endl;
|
|
for (unsigned i=0; i<PropertyCatalog.size(); i++) {
|
|
cout << " " << PropertyCatalog[i] << endl;
|
|
}
|
|
}
|
|
|
|
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
|
|
|
bool FGFDMExec::ReadFileHeader(Element* el)
|
|
{
|
|
bool result = true; // true for success
|
|
|
|
if (debug_lvl & ~1) return result;
|
|
|
|
if (el->FindElement("author"))
|
|
cout << " Model Author: " << el->FindElement("author")->GetDataLine() << endl;
|
|
if (el->FindElement("filecreationdate"))
|
|
cout << " Creation Date: " << el->FindElement("filecreationdate")->GetDataLine() << endl;
|
|
if (el->FindElement("version"))
|
|
cout << " Version: " << el->FindElement("version")->GetDataLine() << endl;
|
|
if (el->FindElement("description"))
|
|
cout << " Description: " << el->FindElement("description")->GetDataLine() << endl;
|
|
|
|
return result;
|
|
}
|
|
|
|
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
|
|
|
bool FGFDMExec::ReadPrologue(Element* el) // el for ReadPrologue is the document element
|
|
{
|
|
bool result = true; // true for success
|
|
|
|
if (!el) return false;
|
|
|
|
string AircraftName = el->GetAttributeValue("name");
|
|
Aircraft->SetAircraftName(AircraftName);
|
|
|
|
if (debug_lvl & 1) cout << underon << "Reading Aircraft Configuration File"
|
|
<< underoff << ": " << highint << AircraftName << normint << endl;
|
|
|
|
CFGVersion = el->GetAttributeValue("version");
|
|
Release = el->GetAttributeValue("release");
|
|
|
|
if (debug_lvl & 1)
|
|
cout << " Version: " << highint << CFGVersion
|
|
<< normint << endl;
|
|
if (CFGVersion != needed_cfg_version) {
|
|
cerr << endl << fgred << "YOU HAVE AN INCOMPATIBLE CFG FILE FOR THIS AIRCRAFT."
|
|
" RESULTS WILL BE UNPREDICTABLE !!" << endl;
|
|
cerr << "Current version needed is: " << needed_cfg_version << endl;
|
|
cerr << " You have version: " << CFGVersion << endl << fgdef << endl;
|
|
return false;
|
|
}
|
|
|
|
if (Release == "ALPHA" && (debug_lvl & 1)) {
|
|
cout << endl << endl
|
|
<< highint << "This aircraft model is an " << fgred << Release
|
|
<< reset << highint << " release!!!" << endl << endl << reset
|
|
<< "This aircraft model may not even properly load, and probably"
|
|
<< " will not fly as expected." << endl << endl
|
|
<< fgred << highint << "Use this model for development purposes ONLY!!!"
|
|
<< normint << reset << endl << endl;
|
|
} else if (Release == "BETA" && (debug_lvl & 1)) {
|
|
cout << endl << endl
|
|
<< highint << "This aircraft model is a " << fgred << Release
|
|
<< reset << highint << " release!!!" << endl << endl << reset
|
|
<< "This aircraft model probably will not fly as expected." << endl << endl
|
|
<< fgblue << highint << "Use this model for development purposes ONLY!!!"
|
|
<< normint << reset << endl << endl;
|
|
} else if (Release == "PRODUCTION" && (debug_lvl & 1)) {
|
|
cout << endl << endl
|
|
<< highint << "This aircraft model is a " << fgblue << Release
|
|
<< reset << highint << " release." << endl << endl << reset;
|
|
} else if (debug_lvl & 1) {
|
|
cout << endl << endl
|
|
<< highint << "This aircraft model is an " << fgred << Release
|
|
<< reset << highint << " release!!!" << endl << endl << reset
|
|
<< "This aircraft model may not even properly load, and probably"
|
|
<< " will not fly as expected." << endl << endl
|
|
<< fgred << highint << "Use this model for development purposes ONLY!!!"
|
|
<< normint << reset << endl << endl;
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
|
|
|
bool FGFDMExec::ReadSlave(Element* el)
|
|
{
|
|
// Add a new slaveData object to the slave FDM list
|
|
// Populate that slaveData element with a new FDMExec object
|
|
// Set the IsSlave flag for that FDMExec object
|
|
// Get the aircraft name
|
|
// set debug level to print out no additional data for slave objects
|
|
// Load the model given the aircraft name
|
|
// reset debug level to prior setting
|
|
|
|
int saved_debug_lvl = debug_lvl;
|
|
string token;
|
|
|
|
SlaveFDMList.push_back(new slaveData);
|
|
SlaveFDMList.back()->exec = new FGFDMExec();
|
|
SlaveFDMList.back()->exec->SetSlave(true);
|
|
/*
|
|
string AircraftName = AC_cfg->GetValue("file");
|
|
|
|
debug_lvl = 0; // turn off debug output for slave vehicle
|
|
|
|
SlaveFDMList.back()->exec->SetAircraftPath( AircraftPath );
|
|
SlaveFDMList.back()->exec->SetEnginePath( EnginePath );
|
|
SlaveFDMList.back()->exec->SetSystemsPath( SystemsPath );
|
|
SlaveFDMList.back()->exec->LoadModel(AircraftName);
|
|
debug_lvl = saved_debug_lvl; // turn debug output back on for master vehicle
|
|
|
|
AC_cfg->GetNextConfigLine();
|
|
while ((token = AC_cfg->GetValue()) != string("/SLAVE")) {
|
|
*AC_cfg >> token;
|
|
if (token == "xloc") { *AC_cfg >> SlaveFDMList.back()->x; }
|
|
else if (token == "yloc") { *AC_cfg >> SlaveFDMList.back()->y; }
|
|
else if (token == "zloc") { *AC_cfg >> SlaveFDMList.back()->z; }
|
|
else if (token == "pitch") { *AC_cfg >> SlaveFDMList.back()->pitch;}
|
|
else if (token == "yaw") { *AC_cfg >> SlaveFDMList.back()->yaw; }
|
|
else if (token == "roll") { *AC_cfg >> SlaveFDMList.back()->roll; }
|
|
else cerr << "Unknown identifier: " << token << " in slave vehicle definition" << endl;
|
|
}
|
|
*/
|
|
if (debug_lvl > 0) {
|
|
cout << " X = " << SlaveFDMList.back()->x << endl;
|
|
cout << " Y = " << SlaveFDMList.back()->y << endl;
|
|
cout << " Z = " << SlaveFDMList.back()->z << endl;
|
|
cout << " Pitch = " << SlaveFDMList.back()->pitch << endl;
|
|
cout << " Yaw = " << SlaveFDMList.back()->yaw << endl;
|
|
cout << " Roll = " << SlaveFDMList.back()->roll << endl;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
|
|
|
FGPropertyManager* FGFDMExec::GetPropertyManager(void)
|
|
{
|
|
return instance;
|
|
}
|
|
|
|
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
|
|
|
FGTrim* FGFDMExec::GetTrim(void)
|
|
{
|
|
delete Trim;
|
|
Trim = new FGTrim(this,tNone);
|
|
return Trim;
|
|
}
|
|
|
|
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
|
|
|
void FGFDMExec::DisableOutput(void)
|
|
{
|
|
for (unsigned i=0; i<Outputs.size(); i++) {
|
|
Outputs[i]->Disable();
|
|
}
|
|
}
|
|
|
|
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
|
|
|
void FGFDMExec::EnableOutput(void)
|
|
{
|
|
for (unsigned i=0; i<Outputs.size(); i++) {
|
|
Outputs[i]->Enable();
|
|
}
|
|
}
|
|
|
|
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
|
|
|
bool FGFDMExec::SetOutputDirectives(string fname)
|
|
{
|
|
bool result;
|
|
|
|
FGOutput* Output = new FGOutput(this);
|
|
Output->SetDirectivesFile(fname);
|
|
Output->InitModel();
|
|
Schedule(Output, 1);
|
|
result = Output->Load(0);
|
|
Outputs.push_back(Output);
|
|
|
|
return result;
|
|
}
|
|
|
|
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
|
|
|
void FGFDMExec::DoTrim(int mode)
|
|
{
|
|
double saved_time;
|
|
|
|
if (Constructing) return;
|
|
|
|
if (mode < 0 || mode > JSBSim::tNone) {
|
|
cerr << endl << "Illegal trimming mode!" << endl << endl;
|
|
return;
|
|
}
|
|
saved_time = State->Getsim_time();
|
|
FGTrim trim(this, (JSBSim::TrimMode)mode);
|
|
if ( !trim.DoTrim() ) cerr << endl << "Trim Failed" << endl << endl;
|
|
trim.Report();
|
|
State->Setsim_time(saved_time);
|
|
}
|
|
|
|
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
|
/*
|
|
void FGFDMExec::DoTrimAnalysis(int mode)
|
|
{
|
|
double saved_time;
|
|
if (Constructing) return;
|
|
|
|
if (mode < 0 || mode > JSBSim::taNone) {
|
|
cerr << endl << "Illegal trimming mode!" << endl << endl;
|
|
return;
|
|
}
|
|
saved_time = State->Getsim_time();
|
|
|
|
FGTrimAnalysis trimAnalysis(this, (JSBSim::TrimAnalysisMode)mode);
|
|
|
|
if ( !trimAnalysis.Load(IC->GetInitFile(), false) ) {
|
|
cerr << "A problem occurred with trim configuration file " << trimAnalysis.Load(IC->GetInitFile()) << endl;
|
|
exit(-1);
|
|
}
|
|
|
|
bool result = trimAnalysis.DoTrim();
|
|
|
|
if ( !result ) cerr << endl << "Trim Failed" << endl << endl;
|
|
|
|
trimAnalysis.Report();
|
|
State->Setsim_time(saved_time);
|
|
|
|
EnableOutput();
|
|
cout << "\nOutput: " << GetOutputFileName() << endl;
|
|
|
|
}
|
|
*/
|
|
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
|
|
|
void FGFDMExec::UseAtmosphereMSIS(void)
|
|
{
|
|
FGAtmosphere *oldAtmosphere = Atmosphere;
|
|
Atmosphere = new MSIS(this);
|
|
if (!Atmosphere->InitModel()) {
|
|
cerr << fgred << "MSIS Atmosphere model init failed" << fgdef << endl;
|
|
Error+=1;
|
|
}
|
|
delete oldAtmosphere;
|
|
}
|
|
|
|
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
|
|
|
void FGFDMExec::UseAtmosphereMars(void)
|
|
{
|
|
/*
|
|
FGAtmosphere *oldAtmosphere = Atmosphere;
|
|
Atmosphere = new FGMars(this);
|
|
if (!Atmosphere->InitModel()) {
|
|
cerr << fgred << "Mars Atmosphere model init failed" << fgdef << endl;
|
|
Error+=1;
|
|
}
|
|
delete oldAtmosphere;
|
|
*/
|
|
}
|
|
|
|
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
|
|
// 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 FGFDMExec::Debug(int from)
|
|
{
|
|
if (debug_lvl <= 0) return;
|
|
|
|
if (debug_lvl & 1 && IdFDM == 0) { // Standard console startup message output
|
|
if (from == 0) { // Constructor
|
|
cout << "\n\n " << highint << underon << "JSBSim Flight Dynamics Model v"
|
|
<< JSBSim_version << underoff << normint << endl;
|
|
cout << halfint << " [JSBSim-ML v" << needed_cfg_version << "]\n\n";
|
|
cout << normint << "JSBSim startup beginning ...\n\n";
|
|
} else if (from == 3) {
|
|
cout << "\n\nJSBSim startup complete\n\n";
|
|
}
|
|
}
|
|
if (debug_lvl & 2 ) { // Instantiation/Destruction notification
|
|
if (from == 0) cout << "Instantiated: FGFDMExec" << endl;
|
|
if (from == 1) cout << "Destroyed: FGFDMExec" << endl;
|
|
}
|
|
if (debug_lvl & 4 ) { // Run() method entry print for FGModel-derived objects
|
|
if (from == 2) {
|
|
cout << "================== Frame: " << Frame << " Time: "
|
|
<< State->Getsim_time() << " dt: " << State->Getdt() << endl;
|
|
}
|
|
}
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|