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flightgear/src/FDM/JSBSim/models/FGLGear.h

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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Header: FGLGear.h
Author: Jon S. Berndt
Date started: 11/18/99
------------- Copyright (C) 1999 Jon S. Berndt (jon@jsbsim.org) -------------
This program is free software; you can redistribute it and/or modify it under
the terms of the GNU Lesser General Public License as published by the Free Software
Foundation; either version 2 of the License, or (at your option) any later
version.
This program is distributed in the hope that it will be useful, but WITHOUT
ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more
details.
You should have received a copy of the GNU Lesser General Public License along with
this program; if not, write to the Free Software Foundation, Inc., 59 Temple
Place - Suite 330, Boston, MA 02111-1307, USA.
Further information about the GNU Lesser General Public License can also be found on
the world wide web at http://www.gnu.org.
HISTORY
--------------------------------------------------------------------------------
11/18/99 JSB Created
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
SENTRY
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
#ifndef FGLGEAR_H
#define FGLGEAR_H
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
INCLUDES
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
#include "models/propulsion/FGForce.h"
#include "models/FGPropagate.h"
#include "math/FGColumnVector3.h"
#include <string>
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
DEFINITIONS
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
#define ID_LGEAR "$Id: FGLGear.h,v 1.41 2010/09/22 11:33:40 jberndt Exp $"
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
FORWARD DECLARATIONS
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
namespace JSBSim {
class FGAircraft;
class FGPropagate;
class FGFCS;
class FGMassBalance;
class FGAuxiliary;
class FGTable;
class Element;
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
CLASS DOCUMENTATION
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
/** Landing gear model.
Calculates forces and moments due to landing gear reactions. This is done in
several steps, and is dependent on what kind of gear is being modeled. Here
are the parameters that can be specified in the config file for modeling
landing gear:
<p>
<h3>Physical Characteristics</h3>
<ol>
<li>X, Y, Z location, in inches in structural coordinate frame</li>
<li>Spring constant, in lbs/ft</li>
<li>Damping coefficient, in lbs/ft/sec</li>
<li>Dynamic Friction Coefficient</li>
<li>Static Friction Coefficient</li>
</ol></p><p>
<h3>Operational Properties</h3>
<ol>
<li>Name</li>
<li>Brake Group Membership {one of LEFT | CENTER | RIGHT | NOSE | TAIL | NONE}</li>
<li>Max Steer Angle, in degrees</li>
</ol></p>
<p>
<h3>Algorithm and Approach to Modeling</h3>
<ol>
<li>Find the location of the uncompressed landing gear relative to the CG of
the aircraft. Remember, the structural coordinate frame that the aircraft is
defined in is: X positive towards the tail, Y positive out the right side, Z
positive upwards. The locations of the various parts are given in inches in
the config file.</li>
<li>The vector giving the location of the gear (relative to the cg) is
rotated 180 degrees about the Y axis to put the coordinates in body frame (X
positive forwards, Y positive out the right side, Z positive downwards, with
the origin at the cg). The lengths are also now given in feet.</li>
<li>The new gear location is now transformed to the local coordinate frame
using the body-to-local matrix. (Mb2l).</li>
<li>Knowing the location of the center of gravity relative to the ground
(height above ground level or AGL) now enables gear deflection to be
calculated. The gear compression value is the local frame gear Z location
value minus the height AGL. [Currently, we make the assumption that the gear
is oriented - and the deflection occurs in - the Z axis only. Additionally,
the vector to the landing gear is currently not modified - which would
(correctly) move the point of contact to the actual compressed-gear point of
contact. Eventually, articulated gear may be modeled, but initially an
effort must be made to model a generic system.] As an example, say the
aircraft left main gear location (in local coordinates) is Z = 3 feet
(positive) and the height AGL is 2 feet. This tells us that the gear is
compressed 1 foot.</li>
<li>If the gear is compressed, a Weight-On-Wheels (WOW) flag is set.</li>
<li>With the compression length calculated, the compression velocity may now
be calculated. This will be used to determine the damping force in the
strut. The aircraft rotational rate is multiplied by the vector to the wheel
to get a wheel velocity in body frame. That velocity vector is then
transformed into the local coordinate frame.</li>
<li>The aircraft cg velocity in the local frame is added to the
just-calculated wheel velocity (due to rotation) to get a total wheel
velocity in the local frame.</li>
<li>The compression speed is the Z-component of the vector.</li>
<li>With the wheel velocity vector no longer needed, it is normalized and
multiplied by a -1 to reverse it. This will be used in the friction force
calculation.</li>
<li>Since the friction force takes place solely in the runway plane, the Z
coordinate of the normalized wheel velocity vector is set to zero.</li>
<li>The gear deflection force (the force on the aircraft acting along the
local frame Z axis) is now calculated given the spring and damper
coefficients, and the gear deflection speed and stroke length. Keep in mind
that gear forces always act in the negative direction (in both local and
body frames), and are not capable of generating a force in the positive
sense (one that would attract the aircraft to the ground). So, the gear
forces are always negative - they are limited to values of zero or less. The
gear force is simply the negative of the sum of the spring compression
length times the spring coefficient and the gear velocity times the damping
coefficient.</li>
<li>The lateral/directional force acting on the aircraft through the landing
gear (along the local frame X and Y axes) is calculated next. First, the
friction coefficient is multiplied by the recently calculated Z-force. This
is the friction force. It must be given direction in addition to magnitude.
We want the components in the local frame X and Y axes. From step 9, above,
the conditioned wheel velocity vector is taken and the X and Y parts are
multiplied by the friction force to get the X and Y components of friction.
</li>
<li>The wheel force in local frame is next converted to body frame.</li>
<li>The moment due to the gear force is calculated by multiplying r x F
(radius to wheel crossed into the wheel force). Both of these operands are
in body frame.</li>
</ol>
<h3>Configuration File Format:</h3>
@code
<contact type="{BOGEY | STRUCTURE}" name="{string}">
<location unit="{IN | M}">
<x> {number} </x>
<y> {number} </y>
<z> {number} </z>
</location>
<orientation unit="{RAD | DEG}">
<pitch> {number} </pitch>
<roll> {number} </roll>
<yaw> {number} </yaw>
</orientation>
<static_friction> {number} </static_friction>
<dynamic_friction> {number} </dynamic_friction>
<rolling_friction> {number} </rolling_friction>
<spring_coeff unit="{LBS/FT | N/M}"> {number} </spring_coeff>
<damping_coeff [type="SQUARE"] unit="{LBS/FT/SEC | N/M/SEC}"> {number} </damping_coeff>
<damping_coeff_rebound [type="SQUARE"] unit="{LBS/FT/SEC | N/M/SEC}"> {number} </damping_coeff_rebound>
<max_steer unit="DEG"> {number | 0 | 360} </max_steer>
<brake_group> {NONE | LEFT | RIGHT | CENTER | NOSE | TAIL} </brake_group>
<retractable>{0 | 1}</retractable>
<table type="{CORNERING_COEFF}">
</table>
</contact>
@endcode
@author Jon S. Berndt
@version $Id: FGLGear.h,v 1.41 2010/09/22 11:33:40 jberndt Exp $
@see Richard E. McFarland, "A Standard Kinematic Model for Flight Simulation at
NASA-Ames", NASA CR-2497, January 1975
@see Barnes W. McCormick, "Aerodynamics, Aeronautics, and Flight Mechanics",
Wiley & Sons, 1979 ISBN 0-471-03032-5
@see W. A. Ragsdale, "A Generic Landing Gear Dynamics Model for LASRS++",
AIAA-2000-4303
*/
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
CLASS DECLARATION
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
class FGLGear : public FGForce
{
public:
/// Brake grouping enumerators
enum BrakeGroup {bgNone=0, bgLeft, bgRight, bgCenter, bgNose, bgTail };
/// Steering group membership enumerators
enum SteerType {stSteer, stFixed, stCaster};
/// Contact point type
enum ContactType {ctBOGEY, ctSTRUCTURE};
/// Report type enumerators
enum ReportType {erNone=0, erTakeoff, erLand};
/// Damping types
enum DampType {dtLinear=0, dtSquare};
/// Friction types
enum FrictionType {ftRoll=0, ftSide, ftDynamic};
/** Constructor
@param el a pointer to the XML element that contains the CONTACT info.
@param Executive a pointer to the parent executive object
@param number integer identifier for this instance of FGLGear
*/
FGLGear(Element* el, FGFDMExec* Executive, int number);
/// Destructor
~FGLGear();
/// The Force vector for this gear
FGColumnVector3& GetBodyForces(void);
/// Gets the location of the gear in Body axes
FGColumnVector3& GetBodyLocation(void) { return vWhlBodyVec; }
double GetBodyLocation(int idx) const { return vWhlBodyVec(idx); }
FGColumnVector3& GetLocalGear(void) { return vLocalGear; }
double GetLocalGear(int idx) const { return vLocalGear(idx); }
/// Gets the name of the gear
string GetName(void) const {return name; }
/// Gets the Weight On Wheels flag value
bool GetWOW(void) const {return WOW; }
/// Gets the current compressed length of the gear in feet
double GetCompLen(void) const {return compressLength;}
/// Gets the current gear compression velocity in ft/sec
double GetCompVel(void) const {return compressSpeed; }
/// Gets the gear compression force in pounds
double GetCompForce(void) const {return StrutForce; }
double GetBrakeFCoeff(void) const {return BrakeFCoeff;}
/// Gets the current normalized tire pressure
double GetTirePressure(void) const { return TirePressureNorm; }
/// Sets the new normalized tire pressure
void SetTirePressure(double p) { TirePressureNorm = p; }
/// Sets the brake value in percent (0 - 100)
void SetBrake(double bp) {brakePct = bp;}
/// Sets the weight-on-wheels flag.
void SetWOW(bool wow) {WOW = wow;}
/** Set the console touchdown reporting feature
@param flag true turns on touchdown reporting, false turns it off */
void SetReport(bool flag) { ReportEnable = flag; }
/** Get the console touchdown reporting feature
@return true if reporting is turned on */
bool GetReport(void) const { return ReportEnable; }
double GetSteerNorm(void) const { return radtodeg/maxSteerAngle*SteerAngle; }
double GetDefaultSteerAngle(double cmd) const { return cmd*maxSteerAngle; }
double GetstaticFCoeff(void) const { return staticFCoeff; }
int GetBrakeGroup(void) const { return (int)eBrakeGrp; }
int GetSteerType(void) const { return (int)eSteerType; }
bool GetSteerable(void) const { return eSteerType != stFixed; }
bool GetRetractable(void) const { return isRetractable; }
bool GetGearUnitUp(void) const { return GearUp; }
bool GetGearUnitDown(void) const { return GearDown; }
double GetWheelRollForce(void) {
FGColumnVector3 vForce = mTGear.Transposed() * FGForce::GetBodyForces();
return vForce(eX)*cos(SteerAngle) + vForce(eY)*sin(SteerAngle); }
double GetWheelSideForce(void) {
FGColumnVector3 vForce = mTGear.Transposed() * FGForce::GetBodyForces();
return vForce(eY)*cos(SteerAngle) - vForce(eX)*sin(SteerAngle); }
double GetWheelRollVel(void) const { return vWhlVelVec(eX)*cos(SteerAngle)
+ vWhlVelVec(eY)*sin(SteerAngle); }
double GetWheelSideVel(void) const { return vWhlVelVec(eY)*cos(SteerAngle)
- vWhlVelVec(eX)*sin(SteerAngle); }
double GetWheelSlipAngle(void) const { return WheelSlip; }
double GetWheelVel(int axis) const { return vWhlVelVec(axis);}
bool IsBogey(void) const { return (eContactType == ctBOGEY);}
double GetGearUnitPos(void);
double GetSteerAngleDeg(void) const { return radtodeg*SteerAngle; }
FGPropagate::LagrangeMultiplier* GetMultiplierEntry(int entry);
void SetLagrangeMultiplier(double lambda, int entry);
FGColumnVector3& UpdateForces(void);
void bind(void);
private:
int GearNumber;
static const FGMatrix33 Tb2s;
FGMatrix33 mTGear;
FGColumnVector3 vGearOrient;
FGColumnVector3 vWhlBodyVec;
FGColumnVector3 vLocalGear;
FGColumnVector3 vWhlVelVec, vLocalWhlVel; // Velocity of this wheel
FGColumnVector3 normal, cvel, vGroundNormal;
FGLocation contact, gearLoc;
FGTable *ForceY_Table;
double dT;
double SteerAngle;
double kSpring;
double bDamp;
double bDampRebound;
double compressLength;
double compressSpeed;
double staticFCoeff, dynamicFCoeff, rollingFCoeff;
double Stiffness, Shape, Peak, Curvature; // Pacejka factors
double brakePct;
double BrakeFCoeff;
double maxCompLen;
double SinkRate;
double GroundSpeed;
double TakeoffDistanceTraveled;
double TakeoffDistanceTraveled50ft;
double LandingDistanceTraveled;
double MaximumStrutForce, StrutForce;
double MaximumStrutTravel;
double FCoeff;
double WheelSlip;
double TirePressureNorm;
double GearPos;
bool useFCSGearPos;
bool WOW;
bool lastWOW;
bool FirstContact;
bool StartedGroundRun;
bool LandingReported;
bool TakeoffReported;
bool ReportEnable;
bool isRetractable;
bool GearUp, GearDown;
bool Servicable;
bool Castered;
bool StaticFriction;
std::string name;
std::string sSteerType;
std::string sBrakeGroup;
std::string sRetractable;
std::string sContactType;
BrakeGroup eBrakeGrp;
ContactType eContactType;
SteerType eSteerType;
DampType eDampType;
DampType eDampTypeRebound;
double maxSteerAngle;
FGPropagate::LagrangeMultiplier LMultiplier[3];
FGAuxiliary* Auxiliary;
FGPropagate* Propagate;
FGFCS* FCS;
FGMassBalance* MassBalance;
FGGroundReactions* GroundReactions;
void ComputeRetractionState(void);
void ComputeBrakeForceCoefficient(void);
void ComputeSteeringAngle(void);
void ComputeSlipAngle(void);
void ComputeSideForceCoefficient(void);
void ComputeVerticalStrutForce(void);
void ComputeGroundCoordSys(void);
void ComputeJacobian(const FGColumnVector3& vWhlContactVec);
void CrashDetect(void);
void InitializeReporting(void);
void ResetReporting(void);
void ReportTakeoffOrLanding(void);
void Report(ReportType rt);
void Debug(int from);
};
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
#endif