#include "FGLGear.h"
#include <algorithm>
+static const char *IdSrc = "$Header$";
+static const char *IdHdr = ID_LGEAR;
+
/*******************************************************************************
************************************ CODE **************************************
*******************************************************************************/
{
string tmp;
*AC_cfg >> tmp >> name >> vXYZ(1) >> vXYZ(2) >> vXYZ(3)
- >> kSpring >> bDamp >> statFCoeff >> brakeCoeff;
-
-
+ >> kSpring >> bDamp>> dynamicFCoeff >> staticFCoeff
+ >> SteerType >> BrakeType >> GroupMember >> maxSteerAngle;
+
cout << " Name: " << name << endl;
cout << " Location: " << vXYZ << endl;
- cout << " Spring Constant: " << kSpring << endl;
+ cout << " Spring Constant: " << kSpring << endl;
cout << " Damping Constant: " << bDamp << endl;
- cout << " Rolling Resistance: " << statFCoeff << endl;
- cout << " Braking Coeff: " << brakeCoeff << endl;
+ cout << " Dynamic Friction: " << dynamicFCoeff << endl;
+ cout << " Static Friction: " << staticFCoeff << endl;
+ cout << " Brake Type: " << BrakeType << endl;
+ cout << " Grouping: " << GroupMember << endl;
+ cout << " Steering Type: " << SteerType << endl;
+ cout << " Max Steer Angle: " << maxSteerAngle << endl;
State = Exec->GetState();
Aircraft = Exec->GetAircraft();
Position = Exec->GetPosition();
Rotation = Exec->GetRotation();
-
WOW = false;
ReportEnable=true;
FirstContact = false;
FGLGear::~FGLGear(void)
{
+ cout << "Destructing Landing Gear ..." << endl;
}
/******************************************************************************/
GroundSpeed = Position->GetVel().Magnitude();
}
+ // The following code normalizes the wheel velocity vector, reverses it, and zeroes out
+ // the z component of the velocity. The question is, should the Z axis velocity be zeroed
+ // out first before the normalization takes place or not? Subsequent to that, the Wheel
+ // Velocity vector now points as a unit vector backwards and parallel to the wheel
+ // velocity vector. It acts AT the wheel.
+
vWhlVelVec = -1.0 * vWhlVelVec.Normalize();
vWhlVelVec(eZ) = 0.00;
+// the following needs work regarding friction coefficients and braking and steering
+
vLocalForce(eZ) = min(-compressLength * kSpring - compressSpeed * bDamp, (float)0.0);
- vLocalForce(eX) = fabs(vLocalForce(eZ) * statFCoeff) * vWhlVelVec(eX);
- vLocalForce(eY) = fabs(vLocalForce(eZ) * statFCoeff) * vWhlVelVec(eY);
+ vLocalForce(eX) = fabs(vLocalForce(eZ) * staticFCoeff) * vWhlVelVec(eX);
+ vLocalForce(eY) = fabs(vLocalForce(eZ) * staticFCoeff) * vWhlVelVec(eY);
MaximumStrutForce = max(MaximumStrutForce, fabs(vLocalForce(eZ)));
MaximumStrutTravel = max(MaximumStrutTravel, fabs(compressLength));
vForce = State->GetTl2b() * vLocalForce ;
vMoment = vWhlBodyVec * vForce;
- cout << " Force: " << vForce << endl;
- cout << " Moment: " << vMoment << endl;
-
} else {