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flightgear/src/FDM/YASim/RigidBody.cpp
2017-03-07 17:50:05 +01:00

272 lines
8.2 KiB
C++

#include <Main/fg_props.hxx>
#include "RigidBody.hpp"
namespace yasim {
RigidBody::RigidBody()
{
// Allocate space for 16 masses initially. More space will be
// allocated dynamically.
_nMasses = 0;
_massesAlloced = 16;
_masses = new Mass[_massesAlloced];
_gyro[0] = _gyro[1] = _gyro[2] = 0;
_spin[0] = _spin[1] = _spin[2] = 0;
_bodyN = fgGetNode("/fdm/yasim/model/masses", true);
}
RigidBody::~RigidBody()
{
delete[] _masses;
}
/// add new point mass to body
/// isStatic: set to true for masses that do not change per iteration (everything but fuel?)
int RigidBody::addMass(float mass, float* pos, bool isStatic)
{
// If out of space, reallocate twice as much
if(_nMasses == _massesAlloced) {
_massesAlloced *= 2;
Mass *m2 = new Mass[_massesAlloced];
int i;
for(i=0; i<_nMasses; i++)
m2[i] = _masses[i];
delete[] _masses;
_masses = m2;
}
setMass(_nMasses, mass, pos, isStatic);
return _nMasses++;
}
/// change mass
/// handle: returned by addMass
void RigidBody::setMass(int handle, float mass)
{
if (_masses[handle].m == mass)
return;
_masses[handle].m = mass;
// if static mass is changed, reset pre-calculated mass
// may apply to weights like cargo, pax, that usually do not change with FDM rate
if (_masses[handle].isStatic)
_staticMass.m = 0;
if (_bodyN != 0)
_bodyN->getChild("mass", handle, true)->getNode("mass", true)->setFloatValue(mass);
}
void RigidBody::setMass(int handle, float mass, const float* pos, bool isStatic)
{
_masses[handle].m = mass;
_masses[handle].isStatic = isStatic;
Math::set3(pos, _masses[handle].p);
if (_bodyN != 0) {
SGPropertyNode_ptr n = _bodyN->getChild("mass", handle, true);
n->getNode("isStatic", true)->setValue(isStatic);
n->getNode("mass", true)->setFloatValue(mass);
n->getNode("pos-x", true)->setFloatValue(pos[0]);
n->getNode("pos-y", true)->setFloatValue(pos[1]);
n->getNode("pos-z", true)->setFloatValue(pos[2]);
}
}
void RigidBody::getMassPosition(int handle, float* out)
{
out[0] = _masses[handle].p[0];
out[1] = _masses[handle].p[1];
out[2] = _masses[handle].p[2];
}
// Calcualtes the rotational velocity of a particular point. All
// coordinates are local!
void RigidBody::pointVelocity(const float* pos, const float* rot, float* out)
{
Math::sub3(pos, _cg, out); // out = pos-cg
Math::cross3(rot, out, out); // = rot cross (pos-cg)
}
void RigidBody::_recalcStatic()
{
// aggregate all masses that do not change (e.g. fuselage, wings) into one point mass
_staticMass.m = 0;
_staticMass.p[0] = 0;
_staticMass.p[1] = 0;
_staticMass.p[2] = 0;
int i;
int s = 0;
for(i=0; i<_nMasses; i++) {
if (_masses[i].isStatic) {
s++;
float m = _masses[i].m;
_staticMass.m += m;
_staticMass.p[0] += m * _masses[i].p[0];
_staticMass.p[1] += m * _masses[i].p[1];
_staticMass.p[2] += m * _masses[i].p[2];
}
}
Math::mul3(1/_staticMass.m, _staticMass.p, _staticMass.p);
if (_bodyN != 0) {
_bodyN->getNode("aggregated-mass", true)->setFloatValue(_staticMass.m);
_bodyN->getNode("aggregated-count", true)->setIntValue(s);
_bodyN->getNode("aggregated-pos-x", true)->setFloatValue(_staticMass.p[0]);
_bodyN->getNode("aggregated-pos-y", true)->setFloatValue(_staticMass.p[1]);
_bodyN->getNode("aggregated-pos-z", true)->setFloatValue(_staticMass.p[2]);
}
// Now the inertia tensor:
for(i=0; i<9; i++)
_tI_static[i] = 0;
for(i=0; i<_nMasses; i++) {
if (_masses[i].isStatic) {
float m = _masses[i].m;
float x = _masses[i].p[0] - _staticMass.p[0];
float y = _masses[i].p[1] - _staticMass.p[1];
float z = _masses[i].p[2] - _staticMass.p[2];
float xy = m*x*y; float yz = m*y*z; float zx = m*z*x;
float x2 = m*x*x; float y2 = m*y*y; float z2 = m*z*z;
// tensor is symmetric, so we can save some calculations in the loop
_tI_static[0] += y2+z2; _tI_static[1] -= xy; _tI_static[2] -= zx;
_tI_static[4] += x2+z2; _tI_static[5] -= yz;
_tI_static[8] += x2+y2;
}
}
// copy symmetric elements
_tI_static[3] = _tI_static[1];
_tI_static[6] = _tI_static[2];
_tI_static[7] = _tI_static[5];
}
/// calculate the total mass, centre of gravity and inertia tensor
/**
recalc is used when compiling the model but more important it is called in
Model::iterate() e.g. at FDM rate (120 Hz)
We can save some CPU due to the symmetry of the tensor and by aggregating
masses that do not change during flight.
*/
void RigidBody::recalc()
{
//aggregate static masses into one mass
if (_staticMass.m == 0) _recalcStatic();
// Calculate the c.g and total mass
// init with pre-calculated static mass
_totalMass = _staticMass.m;
_cg[0] = _staticMass.m * _staticMass.p[0];
_cg[1] = _staticMass.m * _staticMass.p[1];
_cg[2] = _staticMass.m * _staticMass.p[2];
int i;
for(i=0; i<_nMasses; i++) {
// only masses we did not aggregate
if (!_masses[i].isStatic) {
float m = _masses[i].m;
_totalMass += m;
_cg[0] += m * _masses[i].p[0];
_cg[1] += m * _masses[i].p[1];
_cg[2] += m * _masses[i].p[2];
}
}
Math::mul3(1/_totalMass, _cg, _cg);
// Now the inertia tensor:
for(i=0; i<9; i++)
_tI[i] = _tI_static[i];
for(i=0; i<_nMasses; i++) {
if (!_masses[i].isStatic) {
float m = _masses[i].m;
float x = _masses[i].p[0] - _cg[0];
float y = _masses[i].p[1] - _cg[1];
float z = _masses[i].p[2] - _cg[2];
float mx = m*x;
float my = m*y;
float mz = m*z;
float xy = mx*y; float yz = my*z; float zx = mz*x;
float x2 = mx*x; float y2 = my*y; float z2 = mz*z;
_tI[0] += y2+z2; _tI[1] -= xy; _tI[2] -= zx;
_tI[4] += x2+z2; _tI[5] -= yz;
_tI[8] += x2+y2;
}
}
// copy symmetric elements
_tI[3] = _tI[1];
_tI[6] = _tI[2];
_tI[7] = _tI[5];
//calculate inverse
Math::invert33_sym(_tI, _invI);
}
void RigidBody::reset()
{
_torque[0] = _torque[1] = _torque[2] = 0;
_force[0] = _force[1] = _force[2] = 0;
}
void RigidBody::addForce(const float* pos, const float* force)
{
addForce(force);
// For a force F at position X, the torque about the c.g C is:
// torque = F cross (C - X)
float v[3], t[3];
Math::sub3(_cg, pos, v);
Math::cross3(force, v, t);
addTorque(t);
}
void RigidBody::getAccel(float* pos, float* accelOut)
{
getAccel(accelOut);
// Turn the "spin" vector into a normalized spin axis "a" and a
// radians/sec scalar "rate".
float a[3];
float rate = Math::mag3(_spin);
Math::set3(_spin, a);
if (rate !=0 )
Math::mul3(1/rate, a, a);
//an else branch is not neccesary. a, which is a=(0,0,0) in the else case, is only used in a dot product
float v[3];
Math::sub3(_cg, pos, v); // v = cg - pos
Math::mul3(Math::dot3(v, a), a, a); // a = a * (v dot a)
Math::add3(v, a, v); // v = v + a
// Now v contains the vector from pos to the rotation axis.
// Multiply by the square of the rotation rate to get the linear
// acceleration.
Math::mul3(rate*rate, v, v);
Math::add3(v, accelOut, accelOut);
}
void RigidBody::getAngularAccel(float* accelOut)
{
// Compute "tau" as the externally applied torque, plus the
// counter-torque due to the internal gyro.
float tau[3]; // torque
Math::cross3(_gyro, _spin, tau);
Math::add3(_torque, tau, tau);
// Now work the equation of motion. Use "v" as a notational
// shorthand, as the value isn't an acceleration until the end.
float *v = accelOut;
Math::vmul33(_tI, _spin, v); // v = I*omega
Math::cross3(_spin, v, v); // v = omega X I*omega
Math::add3(tau, v, v); // v = tau + (omega X I*omega)
Math::vmul33(_invI, v, v); // v = invI*(tau + (omega X I*omega))
}
void RigidBody::getInertiaMatrix(float* inertiaOut)
{
// valid only after a call to RigidBody::recalc()
// See comment at top of RigidBody.hpp on units.
for(int i=0;i<9;i++)
{
inertiaOut[i] = _tI[i];
}
}
}; // namespace yasim