]> git.mxchange.org Git - flightgear.git/blobdiff - src/FDM/JSBSim/FGGroundReactions.cpp
Removed FGMatrix.* because it is no longer used by JSBSim.
[flightgear.git] / src / FDM / JSBSim / FGGroundReactions.cpp
index 66ee85ef3f94229f43e87d7c3e945b55533d12e0..30f61113aaf4d614ca89c407ea8ccdb827a22d8b 100644 (file)
@@ -40,8 +40,6 @@ INCLUDES
 static const char *IdSrc = "$Id$";
 static const char *IdHdr = ID_GROUNDREACTIONS;
 
-extern short debug_lvl;
-
 /*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 CLASS IMPLEMENTATION
 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
@@ -49,14 +47,94 @@ CLASS IMPLEMENTATION
 
 FGGroundReactions::FGGroundReactions(FGFDMExec* fgex) : FGModel(fgex)
 {
-  if (debug_lvl & 2) cout << "Instantiated: FGGroundReactions" << endl;
+  Name = "FGGroundReactions";
+
+  Debug(0);
 }
 
 //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 
-bool FGGroundReactions:: Run(void) {
+FGGroundReactions::~FGGroundReactions(void)
+{
+  Debug(1);
+}
+
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+bool FGGroundReactions::Run(void)
+{
+//  double steerAngle = 0.0;
+//  double xForces = 0.0, yForces = 0.0;
 
   if (!FGModel::Run()) {
+    vForces.InitMatrix();
+    vMoments.InitMatrix();
+
+    // Only execute gear force code below 300 feet
+    if ( Position->GetDistanceAGL() < 300.0 ) {
+      vector <FGLGear>::iterator iGear = lGear.begin();
+      // 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.
+      while (iGear != lGear.end()) {
+        vForces  += iGear->Force();
+        vMoments += iGear->Moment();
+        iGear++;
+      }
+
+      // Only execute this code when the aircraft ground speed is very, very small.
+      /*
+      if (fabs(Translation->GetUVW(eX)) < 0.1 &&
+          fabs(Translation->GetUVW(eZ)) < 0.1)
+      {
+        // Initialize the comparison matrices.
+        vMaxStaticGrip.InitMatrix();
+        vMaxMomentResist.InitMatrix();
+        iGear = lGear.begin();
+        // For each gear that is touching the ground (which had better be all of them!)
+        // calculate the X and Y direction maximum "gripping" power. Also, keep track
+        // of the number of gear that have weight on wheels. This is probably unnecessary.
+        while (iGear != lGear.end()) {
+          // calculate maximum gripping power for each gear here based on brake
+          // and steering settings
+          // also calculate total number of wheels with WOW set true?
+          if (iGear->GetWOW()) {
+            steerAngle = iGear->GetSteerAngle();
+            vMaxStaticGrip(eX) += (iGear->GetBrakeFCoeff()*cos(steerAngle) - 
+                 iGear->GetstaticFCoeff()*sin(steerAngle))*iGear->GetCompForce();
+            vMaxStaticGrip(eY) += iGear->GetBrakeFCoeff()*sin(steerAngle) + 
+                  iGear->GetstaticFCoeff()*cos(steerAngle)*iGear->GetCompForce();
+            vMaxStaticGrip(eZ)  = 0.0;
+//            vMaxMomentResist += 1;
+          }
+          iGear++;
+        }
+
+        // Calculate the X and Y direction non-gear forces to counteract if needed.
+        xForces =  -1.0 * ( Aerodynamics->GetForces(eX)
+                          + Propulsion->GetForces(eX)
+                          + Inertial->GetForces(eX));
+
+        yForces =  -1.0 * ( Aerodynamics->GetForces(eY)
+                          + Propulsion->GetForces(eY)
+                          + Inertial->GetForces(eY));
+
+        // These if statement comparisons probably need some validation and work
+        if (fabs(xForces) < fabs(vMaxStaticGrip(eX))) { // forces exceed gear power
+          vForces(eX) = xForces;
+        }
+
+        if (fabs(yForces) < fabs(vMaxStaticGrip(eY))) { // forces exceed gear power
+          vForces(eY) = yForces;
+        }
+
+        vMoments(eZ) = -(Aerodynamics->GetMoments(eZ) + Propulsion->GetMoments(eZ));
+      }
+      */
+    } else {
+      // Crash Routine
+    }
 
     return false;
   } else {
@@ -66,16 +144,104 @@ bool FGGroundReactions:: Run(void) {
 
 //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 
-bool FGGroundReactions::LoadGroundReactions(FGConfigFile* AC_cfg)
+bool FGGroundReactions::Load(FGConfigFile* AC_cfg)
 {
-//
+  string token;
+
+  AC_cfg->GetNextConfigLine();
+
+  while ((token = AC_cfg->GetValue()) != string("/UNDERCARRIAGE")) {
+    lGear.push_back(FGLGear(AC_cfg, FDMExec));
+  }
+
   return true;
 }
 
 //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 
-void FGGroundReactions::Debug(void)
+string FGGroundReactions::GetGroundReactionStrings(void)
 {
-    //TODO: Add your source code here
+  string GroundReactionStrings = "";
+  bool firstime = true;
+
+  for (unsigned int i=0;i<lGear.size();i++) {
+    if (!firstime) GroundReactionStrings += ", ";
+    GroundReactionStrings += (lGear[i].GetName() + "_WOW, ");
+    GroundReactionStrings += (lGear[i].GetName() + "_compressLength, ");
+    GroundReactionStrings += (lGear[i].GetName() + "_compressSpeed, ");
+    GroundReactionStrings += (lGear[i].GetName() + "_Force");
+
+    firstime = false;
+  }
+
+  return GroundReactionStrings;
+}
+
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
+string FGGroundReactions::GetGroundReactionValues(void)
+{
+  char buff[20];
+  string GroundReactionValues = "";
+
+  bool firstime = true;
+
+  for (unsigned int i=0;i<lGear.size();i++) {
+    if (!firstime) GroundReactionValues += ", ";
+    GroundReactionValues += string( lGear[i].GetWOW()?"1":"0" ) + ", ";
+    GroundReactionValues += (string(gcvt(lGear[i].GetCompLen(),    5, buff)) + ", ");
+    GroundReactionValues += (string(gcvt(lGear[i].GetCompVel(),    6, buff)) + ", ");
+    GroundReactionValues += (string(gcvt(lGear[i].GetCompForce(), 10, buff)));
+
+    firstime = false;
+  }
+
+  return GroundReactionValues;
+}
+
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+//    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 == 0) { // Constructor
+
+    }
+  }
+  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;
+    }
+  }
 }