FGMassBalance::FGMassBalance(FGFDMExec* fdmex) : FGModel(fdmex)
{
Name = "FGMassBalance";
+ Weight = EmptyWeight = Mass = 0.0;
+ Ixx = Iyy = Izz = Ixy = Ixz = 0.0;
+ baseIxx = baseIyy = baseIzz = baseIxy = baseIxz = 0.0;
+ vbaseXYZcg(eX) = 0.0;
+ vbaseXYZcg(eY) = 0.0;
+ vbaseXYZcg(eZ) = 0.0;
bind();
Debug(0);
// Calculate new CG here.
- vXYZcg = (Propulsion->GetTanksCG() + EmptyWeight*vbaseXYZcg
- + GetPointMassCG() ) / Weight;
+ vXYZcg = (Propulsion->GetTanksMoment() + EmptyWeight*vbaseXYZcg
+ + GetPointMassMoment() ) / Weight;
// Calculate new moments of inertia here
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-FGColumnVector3& FGMassBalance::GetPointMassCG(void)
+FGColumnVector3& FGMassBalance::GetPointMassMoment(void)
{
PointMassCG.InitMatrix();
return I;
}
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
+void FGMassBalance::bind(void)
+{
+ typedef double (FGMassBalance::*PMF)(int) const;
+ PropertyManager->Tie("inertia/mass-slugs", this,
+ &FGMassBalance::GetMass);
+ PropertyManager->Tie("inertia/weight-lbs", this,
+ &FGMassBalance::GetWeight);
+ PropertyManager->Tie("inertia/ixx-lbsft2", this,
+ &FGMassBalance::GetIxx);
+ PropertyManager->Tie("inertia/iyy-lbsft2", this,
+ &FGMassBalance::GetIyy);
+ PropertyManager->Tie("inertia/izz-lbsft2", this,
+ &FGMassBalance::GetIzz);
+ PropertyManager->Tie("inertia/ixy-lbsft2", this,
+ &FGMassBalance::GetIxy);
+ PropertyManager->Tie("inertia/ixz-lbsft2", this,
+ &FGMassBalance::GetIxz);
+ PropertyManager->Tie("inertia/cg-x-ft", this,1,
+ (PMF)&FGMassBalance::GetXYZcg);
+ PropertyManager->Tie("inertia/cg-y-ft", this,2,
+ (PMF)&FGMassBalance::GetXYZcg);
+ PropertyManager->Tie("inertia/cg-z-ft", this,3,
+ (PMF)&FGMassBalance::GetXYZcg);
+}
+
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
+void FGMassBalance::unbind(void)
+{
+ PropertyManager->Untie("inertia/mass-slugs");
+ PropertyManager->Untie("inertia/weight-lbs");
+ PropertyManager->Untie("inertia/ixx-lbsft2");
+ PropertyManager->Untie("inertia/iyy-lbsft2");
+ PropertyManager->Untie("inertia/izz-lbsft2");
+ PropertyManager->Untie("inertia/ixy-lbsft2");
+ PropertyManager->Untie("inertia/ixz-lbsft2");
+ PropertyManager->Untie("inertia/cg-x-ft");
+ PropertyManager->Untie("inertia/cg-y-ft");
+ PropertyManager->Untie("inertia/cg-z-ft");
+}
+
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
// The bitmasked value choices are as follows:
// unset: In this case (the default) JSBSim would only print
}
}
-void FGMassBalance::bind(void){
- PropertyManager->Tie("inertia/mass-slugs", this,
- &FGMassBalance::GetMass);
- PropertyManager->Tie("inertia/weight-lbs", this,
- &FGMassBalance::GetWeight);
- PropertyManager->Tie("inertia/ixx-lbsft2", this,
- &FGMassBalance::GetIxx);
- PropertyManager->Tie("inertia/iyy-lbsft2", this,
- &FGMassBalance::GetIyy);
- PropertyManager->Tie("inertia/izz-lbsft2", this,
- &FGMassBalance::GetIzz);
- PropertyManager->Tie("inertia/ixy-lbsft2", this,
- &FGMassBalance::GetIxy);
- PropertyManager->Tie("inertia/ixz-lbsft2", this,
- &FGMassBalance::GetIxz);
- PropertyManager->Tie("inertia/cg-x-ft", this,1,
- &FGMassBalance::GetXYZcg);
- PropertyManager->Tie("inertia/cg-y-ft", this,2,
- &FGMassBalance::GetXYZcg);
- PropertyManager->Tie("inertia/cg-z-ft", this,3,
- &FGMassBalance::GetXYZcg);
-}
-
-void FGMassBalance::unbind(void){
- PropertyManager->Untie("inertia/mass-slugs");
- PropertyManager->Untie("inertia/weight-lbs");
- PropertyManager->Untie("inertia/ixx-lbsft2");
- PropertyManager->Untie("inertia/iyy-lbsft2");
- PropertyManager->Untie("inertia/izz-lbsft2");
- PropertyManager->Untie("inertia/ixy-lbsft2");
- PropertyManager->Untie("inertia/ixz-lbsft2");
- PropertyManager->Untie("inertia/cg-x-ft");
- PropertyManager->Untie("inertia/cg-y-ft");
- PropertyManager->Untie("inertia/cg-z-ft");
-}