1 /*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
7 ------------- Copyright (C) 1999 Anthony K. Peden (apeden@earthlink.net) -------------
9 This program is free software; you can redistribute it and/or modify it under
10 the terms of the GNU General Public License as published by the Free Software
11 Foundation; either version 2 of the License, or (at your option) any later
14 This program is distributed in the hope that it will be useful, but WITHOUT
15 ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
16 FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
19 You should have received a copy of the GNU General Public License along with
20 this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21 Place - Suite 330, Boston, MA 02111-1307, USA.
23 Further information about the GNU General Public License can also be found on
24 the world wide web at http://www.gnu.org.
28 --------------------------------------------------------------------------------
32 FUNCTIONAL DESCRIPTION
33 --------------------------------------------------------------------------------
35 The purpose of this class is to provide storage for computed forces and
36 encapsulate all the functionality associated with transforming those
37 forces from their native coord system to the body system. This includes
38 computing the moments due to the difference between the point of application
41 CAVEAT: if the custom transform is used for wind-to-body transforms then the
42 user *must* always pass this class the negative of beta. This is true
43 because sideslip angle does not follow the right hand rule i.e. it is
44 positive for aircraft nose left sideslip. Note that use of the custom
45 transform for this purpose shouldn't be necessary as it is already
46 provided by SetTransform(tWindBody) and is not subject to the same
49 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
51 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
56 /*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
58 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
60 #define ID_FORCE "$Id$"
62 #include "FGFDMExec.h"
63 #include "FGJSBBase.h"
64 #include "FGMatrix33.h"
65 #include "FGColumnVector3.h"
66 #include "FGColumnVector4.h"
68 /*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
69 COMMENTS, REFERENCES, and NOTES [use "class documentation" below for API docs]
70 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
72 /*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
74 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
76 /** Utility class that aids in the conversion of forces between coordinate systems
77 and calculation of moments.
78 <br><h3>Resolution of Applied Forces into Moments and Body Axes Components</h3>
80 All forces acting on the aircraft that cannot be considered a change in weight
81 need to be resolved into body axis components so that the aircraft acceleration
82 vectors, both translational and rotational, can be computed. Furthermore, the
83 moments produced by each force that does not act at a location corresponding to
84 the center of gravity also need to be computed. Unfortunately, the math required
85 to do this can be a bit messy and errors are easily introduced so the class
86 FGForce was created to provide these services in a consistent and reusable
91 <p>FGForce requires that its users supply it with the location of the applied
92 force vector in JSBSim structural coordinates, the sense of each axis in that
93 coordinate system relative to the body system, the orientation of the vector
94 also relative to body coordinates and, of course, the force vector itself. With
95 this information it will compute both the body axis force components and the
96 resulting moments. Any moments inherently produced by the native system can be
97 supplied as well and they will be summed with those computed.</p>
99 <p>A good example for demonstrating the use of this class are the aerodynamic
100 forces: lift, drag, and side force and the aerodynamic moments about the pitch,
101 roll and yaw axes. These "native" forces and moments are computed and stored
102 in the FGColumnVector objects vFs and vMoments. Their native coordinate system
103 is often referred to as the wind system and is defined as a right-handed system
104 having its x-axis aligned with the relative velocity vector and pointing towards
105 the rear of the aircraft , the y-axis extending out the right wing, and the
106 z-axis directed upwards. This is different than body axes; they are defined such
107 that the x-axis is lies on the aircraft's roll axis and positive forward, the
108 y-axis is positive out the right wing, and the z-axis is positive downwards. In
109 this instance, JSBSim already provides the needed transform and FGForce can make
110 use of it by calling SetTransformType() once an object is created:</p>
112 <p><tt>FGForce fgf(FDMExec);</tt><br>
113 <tt>fgf.SetTransformType(tWindBody);</tt><br><br>
115 This call need only be made once for each object. The available transforms are
116 defined in the enumerated type TransformType and are tWindBody, tLocalBody,
117 tCustom, and tNone. The local-to-body transform, like the wind-to-body, also
118 makes use of that already available in JSBSim. tNone sets FGForce to do no
119 angular transform at all, and tCustom allows for modeling force vectors at
120 arbitrary angles relative to the body system such as that produced by propulsion
121 systems. Setting up and using a custom transform is covered in more detail below.
122 Continuing with the example, the point of application of the aerodynamic forces,
123 the aerodynamic reference point in JSBSim, also needs to be set:</p>
125 fgf.SetLocation(x, y, z)</tt></p>
127 <p>where x, y, and z are in JSBSim structural coordinates.</p>
129 <p>Initialization is complete and the FGForce object is ready to do its job. As
130 stated above, the lift, drag, and side force are computed and stored in the
131 vector vFs and need to be passed to FGForce:</p>
133 <p><tt>fgf.SetNativeForces(vFs);</tt> </p>
135 <p>The same applies to the aerodynamic pitching, rolling and yawing moments:</p>
137 <p><tt>fgf.SetNativeMoments(vMoments);</tt></p>
139 <p>Note that storing the native forces and moments outside of this class is not
140 strictly necessary, overloaded SetNativeForces() and SetNativeMoments() methods
141 which each accept three doubles (rather than a vector) are provided and can be
142 repeatedly called without incurring undue overhead. The body axes force vector
143 can now be retrieved by calling:</p>
145 <p><tt>vFb=fgf.GetBodyForces();</tt></p>
147 <p>This method is where the bulk of the work gets done so calling it more than
148 once for the same set of native forces and moments should probably be avoided.
149 Note that the moment calculations are done here as well so they should not be
150 retrieved after calling the GetBodyForces() method:</p>
152 <p><tt>vM=fgf.GetMoments();</tt> </p>
154 <p>As an aside, the native moments are not needed to perform the computations
155 correctly so, if the FGForce object is not being used to store them then an
156 alternate approach is to avoid the SetNativeMoments call and perform the sum</p>
158 <p><tt>vMoments+=fgf.GetMoments();</tt> <br><br>
160 after the forces have been retrieved. </p>
162 <h4>Use of the Custom Transform Type</h4>
164 <p>In cases where the native force vector is not aligned with the body, wind, or
165 local coordinate systems a custom transform type is provided. A vectorable engine
166 nozzle will be used to demonstrate its usage. Initialization is much the same:</p>
168 <p><tt>FGForce fgf(FDMExec);</tt> <br>
169 <tt>fgf.SetTransformType(tCustom);</tt> <br>
170 <tt>fgf.SetLocation(x,y,z);</tt> </p>
172 <p>Except that here the tCustom transform type is specified and the location of
173 the thrust vector is used rather than the aerodynamic reference point. Thrust is
174 typically considered to be positive when directed aft while the body x-axis is
175 positive forward and, if the native system is right handed, the z-axis will be
176 reversed as well. These differences in sense need to be specified using by the
179 <p><tt>fgf.SetSense(-1,1,-1);</tt></p>
181 <p>The angles are specified by calling the method: </p>
183 <p><tt>fgf.SetAnglesToBody(pitch, roll, yaw);</tt> </p>
185 <p>in which the transform matrix is computed. Note that these angles should be
186 taken relative to the body system and not the local as the names might suggest.
187 For an aircraft with vectorable thrust, this method will need to be called
188 every time the nozzle angle changes, a fixed engine/nozzle installation, on the
189 other hand, will require it to be be called only once.</p>
191 <p>Retrieval of the computed forces and moments is done as detailed above.</p>
194 <p><i>CAVEAT: If the custom system is used to compute
195 the wind-to-body transform, then the sign of the sideslip
196 angle must be reversed when calling SetAnglesToBody().
197 This is true because sideslip angle does not follow the right
198 hand rule. Using the custom transform type this way
199 should not be necessary, as it is already provided as a built
200 in type (and the sign differences are correctly accounted for).</i>
204 <h4>Use as a Base Type</h4>
206 <p>For use as a base type, the native force and moment vector data members are
207 defined as protected. In this case the SetNativeForces() and SetNativeMoments()
208 methods need not be used and, instead, the assignments to vFn, the force vector,
209 and vMn, the moments, can be made directly. Otherwise, the usage is similar.<br>
216 /*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
218 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
222 class FGForce : public FGJSBBase
226 FGForce(FGFDMExec *FDMExec);
230 enum TransformType { tNone, tWindBody, tLocalBody, tCustom } ttype;
232 inline void SetNativeForces(double Fnx, double Fny, double Fnz) {
237 inline void SetNativeForces(FGColumnVector3 vv) { vFn = vv; };
239 inline void SetNativeMoments(double Ln,double Mn, double Nn) {
244 inline void SetNativeMoments(FGColumnVector3 vv) { vMn = vv; }
246 inline FGColumnVector3& GetNativeForces(void) { return vFn; }
247 inline FGColumnVector3& GetNativeMoments(void) { return vMn; }
249 FGColumnVector3& GetBodyForces(void);
251 inline FGColumnVector3& GetMoments(void) { return vM; }
253 // Normal point of application, JSBsim structural coords
254 // (inches, x +back, y +right, z +up)
255 inline void SetLocation(double x, double y, double z) {
259 SetActingLocation(x, y, z);
262 /** Acting point of application.
263 JSBsim structural coords used (inches, x +back, y +right, z +up).
264 This function sets the point at which the force acts - this may
265 not be the same as where the object resides. One area where this
266 is true is P-Factor modeling.
267 @param x acting location of force
268 @param y acting location of force
269 @param z acting location of force */
270 inline void SetActingLocation(double x, double y, double z) {
275 inline void SetLocationX(double x) {vXYZn(eX) = x; vActingXYZn(eX) = x;}
276 inline void SetLocationY(double y) {vXYZn(eY) = y; vActingXYZn(eY) = y;}
277 inline void SetLocationZ(double z) {vXYZn(eZ) = z; vActingXYZn(eZ) = z;}
278 inline double SetActingLocationX(double x) {vActingXYZn(eX) = x; return x;}
279 inline double SetActingLocationY(double y) {vActingXYZn(eY) = y; return y;}
280 inline double SetActingLocationZ(double z) {vActingXYZn(eZ) = z; return z;}
281 inline void SetLocation(FGColumnVector3 vv) { vXYZn = vv; SetActingLocation(vv);}
282 inline void SetActingLocation(FGColumnVector3 vv) { vActingXYZn = vv; }
284 inline double GetLocationX( void ) { return vXYZn(eX);}
285 inline double GetLocationY( void ) { return vXYZn(eY);}
286 inline double GetLocationZ( void ) { return vXYZn(eZ);}
287 inline double GetActingLocationX( void ) { return vActingXYZn(eX);}
288 inline double GetActingLocationY( void ) { return vActingXYZn(eY);}
289 inline double GetActingLocationZ( void ) { return vActingXYZn(eZ);}
290 FGColumnVector3& GetLocation(void) { return vXYZn; }
291 FGColumnVector3& GetActingLocation(void) { return vActingXYZn; }
293 //these angles are relative to body axes, not earth!!!!!
294 //I'm using these because pitch, roll, and yaw are easy to visualize,
295 //there's no equivalent to roll in wind axes i.e. alpha, ? , beta
296 //making up new names or using these is a toss-up: either way people
297 //are going to get confused.
298 //They are in radians.
300 void SetAnglesToBody(double broll, double bpitch, double byaw);
301 inline void SetAnglesToBody(FGColumnVector3 vv) {
302 SetAnglesToBody(vv(eRoll), vv(ePitch), vv(eYaw));
305 inline void SetSense(double x, double y, double z) { vSense(eX)=x, vSense(eY)=y, vSense(eZ)=z; }
306 inline void SetSense(FGColumnVector3 vv) { vSense=vv; }
308 inline FGColumnVector3& GetSense(void) { return vSense; }
310 inline void SetTransformType(TransformType ii) { ttype=ii; }
311 inline TransformType GetTransformType(void) { return ttype; }
313 FGMatrix33 Transform(void);
324 FGColumnVector3 vXYZn;
325 FGColumnVector3 vActingXYZn;
326 FGColumnVector3 vDXYZ;
327 FGColumnVector3 vSense;
331 virtual void Debug(int from);