]> git.mxchange.org Git - flightgear.git/blobdiff - src/FDM/JSBSim/FGGroundReactions.cpp
Updated to match changes in radiostack.[ch]xx
[flightgear.git] / src / FDM / JSBSim / FGGroundReactions.cpp
index 0d310fd9d98232153c97d3fc6f8ef6b798202615..c95b42edb80c9c1cc06b1bcb67ee19d17e75e8d6 100644 (file)
@@ -36,11 +36,19 @@ INCLUDES
 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
 
 #include "FGGroundReactions.h"
+#include "FGPropertyManager.h"
 
 static const char *IdSrc = "$Id$";
 static const char *IdHdr = ID_GROUNDREACTIONS;
 
-extern short debug_lvl;
+#if defined (__APPLE__)
+/* Not all systems have the gcvt function */
+inline char* gcvt (double value, int ndigits, char *buf) {
+    /* note that this is not exactly what gcvt is supposed to do! */
+    snprintf (buf, ndigits+1, "%f", value);
+    return buf;
+}
+#endif
 
 /*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 CLASS IMPLEMENTATION
@@ -49,14 +57,47 @@ CLASS IMPLEMENTATION
 
 FGGroundReactions::FGGroundReactions(FGFDMExec* fgex) : FGModel(fgex)
 {
-  if (debug_lvl & 2) cout << "Instantiated: FGGroundReactions" << endl;
+  Name = "FGGroundReactions";
+  
+  bind();
+
+  Debug(0);
 }
 
 //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 
-bool FGGroundReactions:: Run(void) {
+FGGroundReactions::~FGGroundReactions(void)
+{
+  unbind();
+
+  Debug(1);
+}
 
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
+bool FGGroundReactions::Run(void)
+{
   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++;
+      }
+
+    } else {
+      // Crash Routine
+    }
 
     return false;
   } else {
@@ -68,13 +109,146 @@ bool FGGroundReactions:: Run(void) {
 
 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)
+{
+  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() + "_stroke, ");
+    GroundReactionStrings += (lGear[i].GetName() + "_strokeVel, ");
+    GroundReactionStrings += (lGear[i].GetName() + "_CompressForce, ");
+    GroundReactionStrings += (lGear[i].GetName() + "_WhlSideForce, ");
+    GroundReactionStrings += (lGear[i].GetName() + "_WhlRollForce, ");
+    GroundReactionStrings += (lGear[i].GetName() + "_BodyXForce, ");
+    GroundReactionStrings += (lGear[i].GetName() + "_BodyYForce, ");
+    GroundReactionStrings += (lGear[i].GetName() + "_WhlSlipDegrees");
+
+    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)) + ", ");
+    GroundReactionValues += (string(gcvt(lGear[i].GetWheelSideForce(), 6, buff)) + ", ");
+    GroundReactionValues += (string(gcvt(lGear[i].GetWheelRollForce(), 6, buff)) + ", ");
+    GroundReactionValues += (string(gcvt(lGear[i].GetBodyXForce(), 6, buff)) + ", ");
+    GroundReactionValues += (string(gcvt(lGear[i].GetBodyYForce(), 6, buff)) + ", ");
+    GroundReactionValues += (string(gcvt(lGear[i].GetWheelSlipAngle(), 6, buff)));
+
+    firstime = false;
+  }
+
+  return GroundReactionValues;
+}
+
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
+void FGGroundReactions::bind(void)
+{ 
+  typedef double (FGGroundReactions::*PMF)(int) const;
+  PropertyManager->Tie("gear/num-units", this,
+                       &FGGroundReactions::GetNumGearUnits);  
+  PropertyManager->Tie("moments/l-gear-lbsft", this,1,
+                       (PMF)&FGGroundReactions::GetMoments);
+  PropertyManager->Tie("moments/m-gear-lbsft", this,2,
+                       (PMF)&FGGroundReactions::GetMoments);
+  PropertyManager->Tie("moments/n-gear-lbsft", this,3,
+                       (PMF)&FGGroundReactions::GetMoments);
+  PropertyManager->Tie("forces/fbx-gear-lbs", this,1,
+                       (PMF)&FGGroundReactions::GetForces);
+  PropertyManager->Tie("forces/fby-gear-lbs", this,2,
+                       (PMF)&FGGroundReactions::GetForces);
+  PropertyManager->Tie("forces/fbz-gear-lbs", this,3,
+                       (PMF)&FGGroundReactions::GetForces);
+}
+
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
+void FGGroundReactions::unbind(void)
 {
-    //TODO: Add your source code here
+  PropertyManager->Untie("gear/num-units");
+  PropertyManager->Untie("moments/l-gear-lbsft");
+  PropertyManager->Untie("moments/m-gear-lbsft");
+  PropertyManager->Untie("moments/n-gear-lbsft");
+  PropertyManager->Untie("forces/fbx-gear-lbs");
+  PropertyManager->Untie("forces/fby-gear-lbs");
+  PropertyManager->Untie("forces/fbz-gear-lbs");
+}
+
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+//    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;
+    }
+  }
 }