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flightgear/src/FDM/JSBSim/models/FGGroundReactions.cpp
2010-07-16 11:05:59 +02:00

279 lines
9.2 KiB
C++

/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Module: FGGroundReactions.cpp
Author: Jon S. Berndt
Date started: 09/13/00
Purpose: Encapsulates the ground reaction forces (gear and collision)
------------- Copyright (C) 2000 Jon S. Berndt (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.
FUNCTIONAL DESCRIPTION
--------------------------------------------------------------------------------
HISTORY
--------------------------------------------------------------------------------
09/13/00 JSB Created
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
INCLUDES
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
#include <sstream>
#include <iomanip>
#include "FGGroundReactions.h"
#include "FGFCS.h"
#include "input_output/FGPropertyManager.h"
using namespace std;
namespace JSBSim {
static const char *IdSrc = "$Id: FGGroundReactions.cpp,v 1.26 2009/11/12 13:08:11 jberndt Exp $";
static const char *IdHdr = ID_GROUNDREACTIONS;
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
CLASS IMPLEMENTATION
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
FGGroundReactions::FGGroundReactions(FGFDMExec* fgex) : FGModel(fgex)
{
Name = "FGGroundReactions";
bind();
Debug(0);
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
FGGroundReactions::~FGGroundReactions(void)
{
for (unsigned int i=0; i<lGear.size();i++) delete lGear[i];
lGear.clear();
Debug(1);
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
bool FGGroundReactions::InitModel(void)
{
if (!FGModel::InitModel()) return false;
return true;
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
bool FGGroundReactions::Run(void)
{
if (FGModel::Run()) return true;
if (FDMExec->Holding()) return false;
RunPreFunctions();
vForces.InitMatrix();
vMoments.InitMatrix();
// Sum forces and moments for all gear, here.
// Some optimizations may be made here - or rather in the gear code itself.
// The gear ::Run() method is called several times - once for each gear.
// Perhaps there is some commonality for things which only need to be
// calculated once.
for (unsigned int i=0; i<lGear.size(); i++) {
vForces += lGear[i]->GetBodyForces();
vMoments += lGear[i]->GetMoments();
}
RunPostFunctions();
return false;
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
bool FGGroundReactions::GetWOW(void)
{
bool result = false;
for (unsigned int i=0; i<lGear.size(); i++) {
if (lGear[i]->IsBogey() && lGear[i]->GetWOW()) {
result = true;
break;
}
}
return result;
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
bool FGGroundReactions::Load(Element* el)
{
int num=0;
Debug(2);
Element* contact_element = el->FindElement("contact");
while (contact_element) {
lGear.push_back(new FGLGear(contact_element, FDMExec, num++));
FCS->AddGear(); // make the FCS aware of the landing gear
contact_element = el->FindNextElement("contact");
}
FGModel::Load(el); // Perform base class Load
for (unsigned int i=0; i<lGear.size();i++) lGear[i]->bind();
FGModel::PostLoad(el);
return true;
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
string FGGroundReactions::GetGroundReactionStrings(string delimeter)
{
std::ostringstream buf;
for (unsigned int i=0;i<lGear.size();i++) {
if (lGear[i]->IsBogey()) {
string name = lGear[i]->GetName();
buf << name << " WOW" << delimeter
<< name << " stroke (ft)" << delimeter
<< name << " stroke velocity (ft/sec)" << delimeter
<< name << " compress force (lbs)" << delimeter
<< name << " wheel side force (lbs)" << delimeter
<< name << " wheel roll force (lbs)" << delimeter
<< name << " body X force (lbs)" << delimeter
<< name << " body Y force (lbs)" << delimeter
<< name << " wheel velocity vec X (ft/sec)" << delimeter
<< name << " wheel velocity vec Y (ft/sec)" << delimeter
<< name << " wheel rolling velocity (ft/sec)" << delimeter
<< name << " wheel side velocity (ft/sec)" << delimeter
<< name << " wheel slip (deg)" << delimeter;
}
}
buf << " Total Gear Force_X (lbs)" << delimeter
<< " Total Gear Force_Y (lbs)" << delimeter
<< " Total Gear Force_Z (lbs)" << delimeter
<< " Total Gear Moment_L (ft-lbs)" << delimeter
<< " Total Gear Moment_M (ft-lbs)" << delimeter
<< " Total Gear Moment_N (ft-lbs)";
return buf.str();
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
string FGGroundReactions::GetGroundReactionValues(string delimeter)
{
std::ostringstream buf;
for (unsigned int i=0;i<lGear.size();i++) {
if (lGear[i]->IsBogey()) {
FGLGear *gear = lGear[i];
buf << (gear->GetWOW() ? "1" : "0") << delimeter
<< setprecision(5) << gear->GetCompLen() << delimeter
<< setprecision(6) << gear->GetCompVel() << delimeter
<< setprecision(10) << gear->GetCompForce() << delimeter
<< gear->GetWheelSideForce() << delimeter
<< gear->GetWheelRollForce() << delimeter
<< gear->GetBodyXForce() << delimeter
<< gear->GetBodyYForce() << delimeter
<< setprecision(6) << gear->GetWheelVel(eX) << delimeter
<< gear->GetWheelVel(eY) << delimeter
<< gear->GetWheelRollVel() << delimeter
<< gear->GetWheelSideVel() << delimeter
<< gear->GetWheelSlipAngle() << delimeter;
}
}
buf << vForces(eX) << delimeter
<< vForces(eY) << delimeter
<< vForces(eZ) << delimeter
<< vMoments(eX) << delimeter
<< vMoments(eY) << delimeter
<< vMoments(eZ);
return buf.str();
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
void FGGroundReactions::bind(void)
{
typedef double (FGGroundReactions::*PMF)(int) const;
PropertyManager->Tie("gear/num-units", this, &FGGroundReactions::GetNumGearUnits);
PropertyManager->Tie("moments/l-gear-lbsft", this, eL, (PMF)&FGGroundReactions::GetMoments);
PropertyManager->Tie("moments/m-gear-lbsft", this, eM, (PMF)&FGGroundReactions::GetMoments);
PropertyManager->Tie("moments/n-gear-lbsft", this, eN, (PMF)&FGGroundReactions::GetMoments);
PropertyManager->Tie("forces/fbx-gear-lbs", this, eX, (PMF)&FGGroundReactions::GetForces);
PropertyManager->Tie("forces/fby-gear-lbs", this, eY, (PMF)&FGGroundReactions::GetForces);
PropertyManager->Tie("forces/fbz-gear-lbs", this, eZ, (PMF)&FGGroundReactions::GetForces);
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
// The bitmasked value choices are as follows:
// unset: In this case (the default) JSBSim would only print
// out the normally expected messages, essentially echoing
// the config files as they are read. If the environment
// variable is not set, debug_lvl is set to 1 internally
// 0: This requests JSBSim not to output any messages
// whatsoever.
// 1: This value explicity requests the normal JSBSim
// startup messages
// 2: This value asks for a message to be printed out when
// a class is instantiated
// 4: When this value is set, a message is displayed when a
// FGModel object executes its Run() method
// 8: When this value is set, various runtime state variables
// are printed out periodically
// 16: When set various parameters are sanity checked and
// a message is printed out when they go out of bounds
void FGGroundReactions::Debug(int from)
{
if (debug_lvl <= 0) return;
if (debug_lvl & 1) { // Standard console startup message output
if (from == 2) { // Loading
cout << endl << " Ground Reactions: " << endl;
}
}
if (debug_lvl & 2 ) { // Instantiation/Destruction notification
if (from == 0) cout << "Instantiated: FGGroundReactions" << endl;
if (from == 1) cout << "Destroyed: FGGroundReactions" << endl;
}
if (debug_lvl & 4 ) { // Run() method entry print for FGModel-derived objects
}
if (debug_lvl & 8 ) { // Runtime state variables
}
if (debug_lvl & 16) { // Sanity checking
}
if (debug_lvl & 64) {
if (from == 0) { // Constructor
cout << IdSrc << endl;
cout << IdHdr << endl;
}
}
}
}