363 lines
12 KiB
C++
Executable file
363 lines
12 KiB
C++
Executable file
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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Module: FGSensor.cpp
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Author: Jon Berndt
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Date started: 9 July 2005
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------------- Copyright (C) 2005 -------------
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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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HISTORY
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--------------------------------------------------------------------------------
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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 "FGSensor.h"
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#include "input_output/FGXMLElement.h"
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#include <iostream>
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#include <cstdlib>
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using namespace std;
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namespace JSBSim {
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IDENT(IdSrc,"$Id: FGSensor.cpp,v 1.27 2014/01/13 10:46:10 ehofman Exp $");
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IDENT(IdHdr,ID_SENSOR);
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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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CLASS IMPLEMENTATION
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%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
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FGSensor::FGSensor(FGFCS* fcs, Element* element) : FGFCSComponent(fcs, element)
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{
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double denom;
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// inputs are read from the base class constructor
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bits = quantized = divisions = 0;
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PreviousInput = PreviousOutput = 0.0;
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min = max = bias = gain = noise_variance = lag = drift_rate = drift = span = 0.0;
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granularity = 0.0;
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noise_type = 0;
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fail_low = fail_high = fail_stuck = false;
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Element* quantization_element = element->FindElement("quantization");
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if ( quantization_element) {
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if ( quantization_element->FindElement("bits") ) {
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bits = (int)quantization_element->FindElementValueAsNumber("bits");
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}
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divisions = (1<<bits);
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if ( quantization_element->FindElement("min") ) {
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min = quantization_element->FindElementValueAsNumber("min");
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}
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if ( quantization_element->FindElement("max") ) {
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max = quantization_element->FindElementValueAsNumber("max");
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}
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quant_property = quantization_element->GetAttributeValue("name");
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span = max - min;
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granularity = span/divisions;
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}
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if ( element->FindElement("bias") ) {
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bias = element->FindElementValueAsNumber("bias");
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}
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if ( element->FindElement("gain") ) {
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gain = element->FindElementValueAsNumber("gain");
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}
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if ( element->FindElement("drift_rate") ) {
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drift_rate = element->FindElementValueAsNumber("drift_rate");
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}
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if ( element->FindElement("lag") ) {
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lag = element->FindElementValueAsNumber("lag");
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denom = 2.00 + dt*lag;
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ca = dt*lag / denom;
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cb = (2.00 - dt*lag) / denom;
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}
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if ( element->FindElement("noise") ) {
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noise_variance = element->FindElementValueAsNumber("noise");
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string variation = element->FindElement("noise")->GetAttributeValue("variation");
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if (variation == "PERCENT") {
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NoiseType = ePercent;
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} else if (variation == "ABSOLUTE") {
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NoiseType = eAbsolute;
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} else {
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NoiseType = ePercent;
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cerr << "Unknown noise type in sensor: " << Name << endl;
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cerr << " defaulting to PERCENT." << endl;
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}
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string distribution = element->FindElement("noise")->GetAttributeValue("distribution");
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if (distribution == "UNIFORM") {
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DistributionType = eUniform;
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} else if (distribution == "GAUSSIAN") {
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DistributionType = eGaussian;
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} else {
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DistributionType = eUniform;
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cerr << "Unknown random distribution type in sensor: " << Name << endl;
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cerr << " defaulting to UNIFORM." << endl;
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}
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}
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FGFCSComponent::bind();
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bind();
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Debug(0);
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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FGSensor::~FGSensor()
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{
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Debug(1);
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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void FGSensor::ResetPastStates(void)
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{
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FGFCSComponent::ResetPastStates();
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PreviousOutput = PreviousInput = Output = 0.0;
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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bool FGSensor::Run(void)
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{
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Input = InputNodes[0]->getDoubleValue() * InputSigns[0];
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ProcessSensorSignal();
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if (IsOutput) SetOutput();
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return true;
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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void FGSensor::ProcessSensorSignal(void)
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{
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Output = Input; // perfect sensor
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// Degrade signal as specified
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if (fail_stuck) {
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Output = PreviousOutput;
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} else {
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if (lag != 0.0) Lag(); // models sensor lag and filter
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if (noise_variance != 0.0) Noise(); // models noise
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if (drift_rate != 0.0) Drift(); // models drift over time
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if (gain != 0.0) Gain(); // models a finite gain
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if (bias != 0.0) Bias(); // models a finite bias
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if (delay != 0) Delay(); // models system signal transport latencies
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if (fail_low) Output = -HUGE_VAL;
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if (fail_high) Output = HUGE_VAL;
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if (bits != 0) Quantize(); // models quantization degradation
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Clip();
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}
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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void FGSensor::Noise(void)
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{
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double random_value=0.0;
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if (DistributionType == eUniform) {
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random_value = 2.0*(((double)rand()/(double)RAND_MAX) - 0.5);
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} else {
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random_value = GaussianRandomNumber();
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}
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switch( NoiseType ) {
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case ePercent:
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Output *= (1.0 + noise_variance*random_value);
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break;
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case eAbsolute:
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Output += noise_variance*random_value;
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break;
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}
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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void FGSensor::Bias(void)
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{
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Output += bias;
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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void FGSensor::Gain(void)
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{
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Output *= gain;
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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void FGSensor::Drift(void)
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{
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drift += drift_rate*dt;
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Output += drift;
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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void FGSensor::Quantize(void)
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{
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if (Output < min) Output = min;
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if (Output > max) Output = max;
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double portion = Output - min;
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quantized = (int)(portion/granularity);
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Output = quantized*granularity + min;
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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void FGSensor::Lag(void)
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{
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// "Output" on the right side of the "=" is the current input
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Output = ca * (Output + PreviousInput) + PreviousOutput * cb;
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PreviousOutput = Output;
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PreviousInput = Input;
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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void FGSensor::bind(void)
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{
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string tmp = Name;
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if (Name.find("/") == string::npos) {
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tmp = "fcs/" + PropertyManager->mkPropertyName(Name, true);
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}
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const string tmp_low = tmp + "/malfunction/fail_low";
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const string tmp_high = tmp + "/malfunction/fail_high";
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const string tmp_stuck = tmp + "/malfunction/fail_stuck";
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PropertyManager->Tie( tmp_low, this, &FGSensor::GetFailLow, &FGSensor::SetFailLow);
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PropertyManager->Tie( tmp_high, this, &FGSensor::GetFailHigh, &FGSensor::SetFailHigh);
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PropertyManager->Tie( tmp_stuck, this, &FGSensor::GetFailStuck, &FGSensor::SetFailStuck);
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if (!quant_property.empty()) {
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if (quant_property.find("/") == string::npos) { // not found
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string qprop = "fcs/" + PropertyManager->mkPropertyName(quant_property, true);
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PropertyManager->Tie(qprop, this, &FGSensor::GetQuantized);
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}
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}
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}
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//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
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// The bitmasked value choices are as follows:
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// unset: In this case (the default) JSBSim would only print
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// out the normally expected messages, essentially echoing
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// the config files as they are read. If the environment
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// variable is not set, debug_lvl is set to 1 internally
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// 0: This requests JSBSim not to output any messages
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// whatsoever.
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// 1: This value explicity requests the normal JSBSim
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// startup messages
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// 2: This value asks for a message to be printed out when
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// a class is instantiated
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// 4: When this value is set, a message is displayed when a
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// FGModel object executes its Run() method
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// 8: When this value is set, various runtime state variables
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// are printed out periodically
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// 16: When set various parameters are sanity checked and
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// a message is printed out when they go out of bounds
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void FGSensor::Debug(int from)
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{
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if (debug_lvl <= 0) return;
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if (debug_lvl & 1) { // Standard console startup message output
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if (from == 0) { // Constructor
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if (InputSigns.size() > 0) {
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if (InputSigns[0] < 0)
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cout << " INPUT: -" << InputNodes[0]->GetName() << endl;
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else
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cout << " INPUT: " << InputNodes[0]->GetName() << endl;
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}
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if (bits != 0) {
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if (quant_property.empty())
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cout << " Quantized output" << endl;
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else
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cout << " Quantized output (property: " << quant_property << ")" << endl;
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cout << " Bits: " << bits << endl;
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cout << " Min value: " << min << endl;
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cout << " Max value: " << max << endl;
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cout << " (span: " << span << ", granularity: " << granularity << ")" << endl;
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}
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if (bias != 0.0) cout << " Bias: " << bias << endl;
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if (gain != 0.0) cout << " Gain: " << gain << endl;
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if (drift_rate != 0) cout << " Sensor drift rate: " << drift_rate << endl;
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if (lag != 0) cout << " Sensor lag: " << lag << endl;
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if (noise_variance != 0) {
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if (NoiseType == eAbsolute) {
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cout << " Noise variance (absolute): " << noise_variance << endl;
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} else if (NoiseType == ePercent) {
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cout << " Noise variance (percent): " << noise_variance << endl;
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} else {
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cout << " Noise variance type is invalid" << endl;
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}
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if (DistributionType == eUniform) {
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cout << " Random noise is uniformly distributed." << endl;
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} else if (DistributionType == eGaussian) {
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cout << " Random noise is gaussian distributed." << endl;
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}
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}
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if (IsOutput) {
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for (unsigned int i=0; i<OutputNodes.size(); i++)
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cout << " OUTPUT: " << OutputNodes[i]->getName() << endl;
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}
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}
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}
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if (debug_lvl & 2 ) { // Instantiation/Destruction notification
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if (from == 0) cout << "Instantiated: FGSensor" << endl;
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if (from == 1) cout << "Destroyed: FGSensor" << endl;
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}
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if (debug_lvl & 4 ) { // Run() method entry print for FGModel-derived objects
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}
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if (debug_lvl & 8 ) { // Runtime state variables
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}
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if (debug_lvl & 16) { // Sanity checking
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}
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if (debug_lvl & 64) {
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if (from == 0) { // Constructor
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cout << IdSrc << endl;
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cout << IdHdr << endl;
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}
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}
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}
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}
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