%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
#include "FGMassBalance.h"
+#include "FGPropulsion.h"
+#include "FGPropertyManager.h"
+
+namespace JSBSim {
static const char *IdSrc = "$Id$";
static const char *IdHdr = ID_MASSBALANCE;
FGMassBalance::FGMassBalance(FGFDMExec* fdmex) : FGModel(fdmex)
{
Name = "FGMassBalance";
+ Weight = EmptyWeight = Mass = 0.0;
+
+ vbaseXYZcg.InitMatrix(0.0);
+ baseJ.InitMatrix();
+ mJ.InitMatrix();
+ mJinv.InitMatrix();
+ pmJ.InitMatrix();
+
+ bind();
- if (debug_lvl & 2) cout << "Instantiated: FGMassBalance" << endl;
+ Debug(0);
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
FGMassBalance::~FGMassBalance()
{
- if (debug_lvl & 2) cout << "Destroyed: FGMassBalance" << endl;
+ unbind();
+ Debug(1);
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
bool FGMassBalance::Run(void)
{
+ double denom, k1, k2, k3, k4, k5, k6;
+ double Ixx, Iyy, Izz, Ixy, Ixz, Iyz;
+
if (!FGModel::Run()) {
Weight = EmptyWeight + Propulsion->GetTanksWeight() + GetPointMassWeight();
- Mass = Weight / Inertial->gravity();
+ Mass = lbtoslug*Weight;
+
+// Calculate new CG
+
+ vXYZcg = (Propulsion->GetTanksMoment() + EmptyWeight*vbaseXYZcg
+ + GetPointMassMoment() ) / Weight;
+
+// Calculate new total moments of inertia
+
+ // At first it is the base configuration inertia matrix ...
+ mJ = baseJ;
+ // ... with the additional term originating from the parallel axis theorem.
+ mJ += GetPointmassInertia( lbtoslug * EmptyWeight, vbaseXYZcg );
+ // Then add the contributions from the additional pointmasses.
+ mJ += CalculatePMInertias();
+ mJ += Propulsion->CalculateTankInertias();
+
+ Ixx = mJ(1,1);
+ Iyy = mJ(2,2);
+ Izz = mJ(3,3);
+ Ixy = -mJ(1,2);
+ Ixz = -mJ(1,3);
+ Iyz = -mJ(2,3);
-// Calculate new CG here.
+// Calculate inertia matrix inverse (ref. Stevens and Lewis, "Flight Control & Simulation")
- vXYZcg = (Propulsion->GetTanksCG() + EmptyWeight*vbaseXYZcg
- + GetPointMassCG() ) / Weight;
+ k1 = (Iyy*Izz - Iyz*Iyz);
+ k2 = (Iyz*Ixz + Ixy*Izz);
+ k3 = (Ixy*Iyz + Iyy*Ixz);
-// Calculate new moments of inertia here
+ denom = 1.0/(Ixx*k1 - Ixy*k2 - Ixz*k3 );
+ k1 = k1*denom;
+ k2 = k2*denom;
+ k3 = k3*denom;
+ k4 = (Izz*Ixx - Ixz*Ixz)*denom;
+ k5 = (Ixy*Ixz + Iyz*Ixx)*denom;
+ k6 = (Ixx*Iyy - Ixy*Ixy)*denom;
- Ixx = baseIxx + Propulsion->GetTanksIxx(vXYZcg) + GetPMIxx();
- Iyy = baseIyy + Propulsion->GetTanksIyy(vXYZcg) + GetPMIyy();
- Izz = baseIzz + Propulsion->GetTanksIzz(vXYZcg) + GetPMIzz();
- Ixy = baseIxy + Propulsion->GetTanksIxy(vXYZcg) + GetPMIxy();
- Ixz = baseIxz + Propulsion->GetTanksIxz(vXYZcg) + GetPMIxz();
+ mJinv.InitMatrix( k1, k2, k3,
+ k2, k4, k5,
+ k3, k5, k6 );
- if (debug_lvl > 1) Debug();
+ Debug(2);
return false;
} else {
void FGMassBalance::AddPointMass(double weight, double X, double Y, double Z)
{
- PointMassLoc.push_back(*(new FGColumnVector3(X, Y, Z)));
+ PointMassLoc.push_back(FGColumnVector3(X, Y, Z));
PointMassWeight.push_back(weight);
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-FGColumnVector3& FGMassBalance::GetPointMassCG(void)
+FGColumnVector3& FGMassBalance::GetPointMassMoment(void)
{
PointMassCG.InitMatrix();
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-double FGMassBalance::GetPMIxx(void)
+FGMatrix33& FGMassBalance::CalculatePMInertias(void)
{
- double I = 0.0;
- for (unsigned int i=0; i<PointMassLoc.size(); i++) {
- I += PointMassLoc[i](eX)*PointMassLoc[i](eX)*PointMassWeight[i];
- }
- I /= (144.0*Inertial->gravity());
- return I;
-}
+ unsigned int size;
-//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+ size = PointMassLoc.size();
+ if (size == 0) return pmJ;
-double FGMassBalance::GetPMIyy(void)
-{
- double I = 0.0;
- for (unsigned int i=0; i<PointMassLoc.size(); i++) {
- I += PointMassLoc[i](eY)*PointMassLoc[i](eY)*PointMassWeight[i];
- }
- I /= (144.0*Inertial->gravity());
- return I;
+ pmJ = FGMatrix33();
+
+ for (unsigned int i=0; i<size; i++)
+ pmJ += GetPointmassInertia( lbtoslug * PointMassWeight[i], PointMassLoc[i] );
+
+ return pmJ;
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-double FGMassBalance::GetPMIzz(void)
+FGColumnVector3 FGMassBalance::StructuralToBody(const FGColumnVector3& r) const
{
- double I = 0.0;
- for (unsigned int i=0; i<PointMassLoc.size(); i++) {
- I += PointMassLoc[i](eZ)*PointMassLoc[i](eZ)*PointMassWeight[i];
- }
- I /= (144.0*Inertial->gravity());
- return I;
+ // Under the assumption that in the structural frame the:
+ //
+ // - X-axis is directed afterwards,
+ // - Y-axis is directed towards the right,
+ // - Z-axis is directed upwards,
+ //
+ // (as documented in http://jsbsim.sourceforge.net/JSBSimCoordinates.pdf)
+ // we have to subtract first the center of gravity of the plane which
+ // is also defined in the structural frame:
+ //
+ // FGColumnVector3 cgOff = r - vXYZcg;
+ //
+ // Next, we do a change of units:
+ //
+ // cgOff *= inchtoft;
+ //
+ // And then a 180 degree rotation is done about the Y axis so that the:
+ //
+ // - X-axis is directed forward,
+ // - Y-axis is directed towards the right,
+ // - Z-axis is directed downward.
+ //
+ // This is needed because the structural and body frames are 180 degrees apart.
+
+ return FGColumnVector3(inchtoft*(vXYZcg(1)-r(1)),
+ inchtoft*(r(2)-vXYZcg(2)),
+ inchtoft*(vXYZcg(3)-r(3)));
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-double FGMassBalance::GetPMIxy(void)
+void FGMassBalance::bind(void)
{
- double I = 0.0;
- for (unsigned int i=0; i<PointMassLoc.size(); i++) {
- I += PointMassLoc[i](eX)*PointMassLoc[i](eY)*PointMassWeight[i];
- }
- I /= (144.0*Inertial->gravity());
- return I;
+ 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/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);
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-double FGMassBalance::GetPMIxz(void)
+void FGMassBalance::unbind(void)
{
- double I = 0.0;
- for (unsigned int i=0; i<PointMassLoc.size(); i++) {
- I += PointMassLoc[i](eX)*PointMassLoc[i](eZ)*PointMassWeight[i];
- }
- I /= (144.0*Inertial->gravity());
- return I;
+ PropertyManager->Untie("inertia/mass-slugs");
+ PropertyManager->Untie("inertia/weight-lbs");
+ PropertyManager->Untie("inertia/cg-x-ft");
+ PropertyManager->Untie("inertia/cg-y-ft");
+ PropertyManager->Untie("inertia/cg-z-ft");
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-
-void FGMassBalance::Debug(void)
+// 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 FGMassBalance::Debug(int from)
{
- if (debug_lvl & 16) { // Sanity check variables
- if (EmptyWeight <= 0.0 || EmptyWeight > 1e9)
- cout << "MassBalance::EmptyWeight out of bounds: " << EmptyWeight << endl;
- if (Weight <= 0.0 || Weight > 1e9)
- cout << "MassBalance::Weight out of bounds: " << Weight << endl;
- if (Mass <= 0.0 || Mass > 1e9)
- cout << "MassBalance::Mass out of bounds: " << Mass << endl;
+ 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: FGMassBalance" << endl;
+ if (from == 1) cout << "Destroyed: FGMassBalance" << 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 (from == 2) {
+ if (EmptyWeight <= 0.0 || EmptyWeight > 1e9)
+ cout << "MassBalance::EmptyWeight out of bounds: " << EmptyWeight << endl;
+ if (Weight <= 0.0 || Weight > 1e9)
+ cout << "MassBalance::Weight out of bounds: " << Weight << endl;
+ if (Mass <= 0.0 || Mass > 1e9)
+ cout << "MassBalance::Mass out of bounds: " << Mass << endl;
+ }
+ }
+ if (debug_lvl & 64) {
+ if (from == 0) { // Constructor
+ cout << IdSrc << endl;
+ cout << IdHdr << endl;
+ }
}
}
-
+}