#include "FGLGear.h"
#include <algorithm>
+static const char *IdSrc = "$Header$";
+static const char *IdHdr = ID_LGEAR;
+
/*******************************************************************************
************************************ CODE **************************************
*******************************************************************************/
FGLGear::FGLGear(FGConfigFile* AC_cfg, FGFDMExec* fdmex) : vXYZ(3),
vMoment(3),
+ vWhlBodyVec(3),
Exec(fdmex)
{
string tmp;
- *AC_cfg >> tmp >> name >> vXYZ(1) >> vXYZ(2) >> vXYZ(3) >> kSpring >> bDamp
- >> statFCoeff >> brakeCoeff;
+ *AC_cfg >> tmp >> name >> vXYZ(1) >> vXYZ(2) >> vXYZ(3)
+ >> kSpring >> bDamp>> dynamicFCoeff >> staticFCoeff
+ >> SteerType >> BrakeType >> GroupMember >> maxSteerAngle;
+
+ cout << " Name: " << name << endl;
+ cout << " Location: " << vXYZ << endl;
+ cout << " Spring Constant: " << kSpring << endl;
+ cout << " Damping Constant: " << bDamp << 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;
Reported = false;
DistanceTraveled = 0.0;
FGLGear::~FGLGear(void)
{
+ cout << "Destructing Landing Gear ..." << endl;
}
/******************************************************************************/
FGColumnVector FGLGear::Force(void)
{
- static FGColumnVector vForce(3);
- static FGColumnVector vLocalForce(3);
- static FGColumnVector vLocalGear(3); // Vector: CG to this wheel (Local)
- static FGColumnVector vWhlBodyVec(3); // Vector: CG to this wheel (Body)
- static FGColumnVector vWhlVelVec(3); // Velocity of this wheel (Local)
-
+ FGColumnVector vForce(3);
+ FGColumnVector vLocalForce(3);
+ FGColumnVector vLocalGear(3); // Vector: CG to this wheel (Local)
+ FGColumnVector vWhlVelVec(3); // Velocity of this wheel (Local)
+
vWhlBodyVec = (vXYZ - Aircraft->GetXYZcg()) / 12.0;
vWhlBodyVec(eX) = -vWhlBodyVec(eX);
vWhlBodyVec(eZ) = -vWhlBodyVec(eZ);
vLocalGear = State->GetTb2l() * vWhlBodyVec;
-
+
compressLength = vLocalGear(eZ) - Position->GetDistanceAGL();
if (compressLength > 0.00) {
-
+
WOW = true;
vWhlVelVec = State->GetTb2l() * (Rotation->GetPQR() * vWhlBodyVec);
vWhlVelVec += Position->GetVel();
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));
DistanceTraveled += Position->GetVel().Magnitude()*State->Getdt()*Aircraft->GetRate();
}
- if (Position->GetVel().Magnitude() <= 0.05 && !Reported) {
+ if (ReportEnable && Position->GetVel().Magnitude() <= 0.05 && !Reported) {
Report();
}
-
return vForce;
}