127 lines
4.2 KiB
C++
127 lines
4.2 KiB
C++
/*******************************************************************************
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Header: FGTranslation.h
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Author: Jon Berndt
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Date started: 12/02/98
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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 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 General Public License for more
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details.
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You should have received a copy of the GNU 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 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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12/02/98 JSB Created
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********************************************************************************
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COMMENTS, REFERENCES, and NOTES
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********************************************************************************
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[1] Cooke, Zyda, Pratt, and McGhee, "NPSNET: Flight Simulation Dynamic Modeling
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Using Quaternions", Presence, Vol. 1, No. 4, pp. 404-420 Naval Postgraduate
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School, January 1994
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[2] D. M. Henderson, "Euler Angles, Quaternions, and Transformation Matrices",
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JSC 12960, July 1977
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[3] Richard E. McFarland, "A Standard Kinematic Model for Flight Simulation at
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NASA-Ames", NASA CR-2497, January 1975
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[4] Barnes W. McCormick, "Aerodynamics, Aeronautics, and Flight Mechanics",
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Wiley & Sons, 1979 ISBN 0-471-03032-5
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[5] Bernard Etkin, "Dynamics of Flight, Stability and Control", Wiley & Sons,
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1982 ISBN 0-471-08936-2
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The order of rotations used in this class corresponds to a 3-2-1 sequence,
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or Y-P-R, or Z-Y-X, if you prefer.
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********************************************************************************
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SENTRY
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*******************************************************************************/
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#ifndef FGTRANSLATION_H
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#define FGTRANSLATION_H
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/*******************************************************************************
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INCLUDES
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*******************************************************************************/
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#ifdef FGFS
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# include <Include/compiler.h>
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# ifdef FG_HAVE_STD_INCLUDES
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# include <cmath>
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# else
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# include <math.h>
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# endif
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#else
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# include <cmath>
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#endif
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#include "FGModel.h"
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/*******************************************************************************
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CLASS DECLARATION
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*******************************************************************************/
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class FGTranslation : public FGModel
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{
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public:
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FGTranslation(FGFDMExec*);
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~FGTranslation(void);
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inline float GetU(void) {return U;}
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inline float GetV(void) {return V;}
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inline float GetW(void) {return W;}
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inline float GetUdot(void) {return Udot;}
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inline float GetVdot(void) {return Vdot;}
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inline float GetWdot(void) {return Wdot;}
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inline float Getalpha(void) {return alpha;}
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inline float Getbeta (void) {return beta; }
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inline float Getgamma(void) {return gamma;}
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inline void SetU(float tt) {U = tt;}
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inline void SetV(float tt) {V = tt;}
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inline void SetW(float tt) {W = tt;}
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inline void SetUVW(float t1, float t2, float t3) {U=t1; V=t2; W=t3;}
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inline void Setalpha(float tt) {alpha = tt;}
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inline void Setbeta (float tt) {beta = tt;}
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inline void Setgamma(float tt) {gamma = tt;}
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inline void SetABG(float t1, float t2, float t3) {alpha=t1; beta=t2; gamma=t3;}
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bool Run(void);
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protected:
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private:
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float U, V, W; // Body frame velocities owned by FGTranslation
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float P, Q, R;
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float Vt, qbar;
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float Udot, Vdot, Wdot;
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float lastUdot, lastVdot, lastWdot;
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float phi, tht, psi;
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float Fx, Fy, Fz;
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float Mass, dt;
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float alpha, beta, gamma;
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float rho;
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void GetState(void);
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void PutState(void);
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};
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/******************************************************************************/
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#endif
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