%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
#include "FGPropulsion.h"
+#include "FGPropertyManager.h"
+
static const char *IdSrc = "$Id$";
static const char *IdHdr = ID_PROPULSION;
+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
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
-
-FGPropulsion::FGPropulsion(FGFDMExec* exec) : FGModel(exec),
- Forces(3),
- Moments(3)
+FGPropulsion::FGPropulsion(FGFDMExec* exec) : FGModel(exec)
{
Name = "FGPropulsion";
numSelectedFuelTanks = numSelectedOxiTanks = 0;
numTanks = numEngines = numThrusters = 0;
numOxiTanks = numFuelTanks = 0;
-
- if (debug_lvl & 2) cout << "Instantiated: " << Name << endl;
+ dt = 0.0;
+ bind();
+ Debug(0);
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
{
for (unsigned int i=0; i<Engines.size(); i++) delete Engines[i];
Engines.clear();
- if (debug_lvl & 2) cout << "Destroyed: FGPropulsion" << endl;
+ unbind();
+ Debug(1);
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
double PowerAvailable;
dt = State->Getdt();
- Forces.InitMatrix();
- Moments.InitMatrix();
+ vForces.InitMatrix();
+ vMoments.InitMatrix();
if (!FGModel::Run()) {
for (unsigned int i=0; i<numEngines; i++) {
Thrusters[i]->SetdeltaT(dt*rate);
PowerAvailable = Engines[i]->Calculate(Thrusters[i]->GetPowerRequired());
Thrusters[i]->Calculate(PowerAvailable);
- Forces += Thrusters[i]->GetBodyForces(); // sum body frame forces
- Moments += Thrusters[i]->GetMoments(); // sum body frame moments
+ vForces += Thrusters[i]->GetBodyForces(); // sum body frame forces
+ vMoments += Thrusters[i]->GetMoments(); // sum body frame moments
}
return false;
} else {
int steady_count,j=0;
bool steady=false;
- Forces.InitMatrix();
- Moments.InitMatrix();
+ vForces.InitMatrix();
+ vMoments.InitMatrix();
if (!FGModel::Run()) {
for (unsigned int i=0; i<numEngines; i++) {
Engines[i]->SetTrimMode(true);
Thrusters[i]->SetdeltaT(dt*rate);
steady=false;
+ steady_count=0;
while (!steady && j < 6000) {
PowerAvailable = Engines[i]->Calculate(Thrusters[i]->GetPowerRequired());
lastThrust = currentThrust;
currentThrust = Thrusters[i]->Calculate(PowerAvailable);
- if(fabs(lastThrust-currentThrust) < 0.0001) {
+ if (fabs(lastThrust-currentThrust) < 0.0001) {
steady_count++;
- if(steady_count > 120) { steady=true; }
+ if (steady_count > 120) { steady=true; }
} else {
steady_count=0;
}
j++;
}
- Forces += Thrusters[i]->GetBodyForces(); // sum body frame forces
- Moments += Thrusters[i]->GetMoments(); // sum body frame moments
+ vForces += Thrusters[i]->GetBodyForces(); // sum body frame forces
+ vMoments += Thrusters[i]->GetMoments(); // sum body frame moments
Engines[i]->SetTrimMode(false);
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-
bool FGPropulsion::ICEngineStart(void)
{
double PowerAvailable;
int j;
dt = State->Getdt();
- Forces.InitMatrix();
- Moments.InitMatrix();
+ vForces.InitMatrix();
+ vMoments.InitMatrix();
for (unsigned int i=0; i<numEngines; i++) {
Engines[i]->SetTrimMode(true);
Thrusters[i]->Calculate(PowerAvailable);
j++;
}
- Forces += Thrusters[i]->GetBodyForces(); // sum body frame forces
- Moments += Thrusters[i]->GetMoments(); // sum body frame moments
+ vForces += Thrusters[i]->GetBodyForces(); // sum body frame forces
+ vMoments += Thrusters[i]->GetMoments(); // sum body frame moments
Engines[i]->SetTrimMode(false);
}
return true;
cout << " Pitch = " << Pitch << endl;
cout << " Yaw = " << Yaw << endl;
}
-
+
Engines[numEngines]->SetPlacement(xLoc, yLoc, zLoc, Pitch, Yaw);
Engines[numEngines]->SetEngineNumber(numEngines);
numEngines++;
Thrusters[numThrusters]->SetAnglesToBody(0, Pitch, Yaw);
if (thrType == "FG_PROPELLER" && P_Factor > 0.001) {
((FGPropeller*)Thrusters[numThrusters])->SetPFactor(P_Factor);
- cout << " P-Factor: " << P_Factor << endl;
- ((FGPropeller*)Thrusters[numThrusters])->SetSense(Sense);
- cout << " Sense: " << Sense << endl;
+ if (debug_lvl > 0) cout << " P-Factor: " << P_Factor << endl;
+ ((FGPropeller*)Thrusters[numThrusters])->SetSense(fabs(Sense)/Sense);
+ if (debug_lvl > 0) cout << " Sense: " << Sense << endl;
}
Thrusters[numThrusters]->SetdeltaT(dt*rate);
-
+ Thrusters[numThrusters]->SetThrusterNumber(numThrusters);
numThrusters++;
} else {
PropulsionStrings += ", ";
+ FGPropeller* Propeller = (FGPropeller*)Thrusters[i];
switch(Thrusters[i]->GetType()) {
case FGThruster::ttNozzle:
PropulsionStrings += (Thrusters[i]->GetName() + "_Thrust[" + buffer + "]");
break;
case FGThruster::ttPropeller:
PropulsionStrings += (Thrusters[i]->GetName() + "_Torque[" + buffer + "], ");
+ PropulsionStrings += (Thrusters[i]->GetName() + "_PFactor_Roll[" + buffer + "], ");
+ PropulsionStrings += (Thrusters[i]->GetName() + "_PFactor_Pitch[" + buffer + "], ");
+ PropulsionStrings += (Thrusters[i]->GetName() + "_PFactor_Yaw[" + buffer + "], ");
PropulsionStrings += (Thrusters[i]->GetName() + "_Thrust[" + buffer + "], ");
+ if (Propeller->IsVPitch())
+ PropulsionStrings += (Thrusters[i]->GetName() + "_Pitch[" + buffer + "], ");
PropulsionStrings += (Thrusters[i]->GetName() + "_RPM[" + buffer + "]");
break;
default:
case FGThruster::ttRotor:
break;
case FGThruster::ttPropeller:
- PropulsionValues += (string(gcvt(((FGPropeller*)Thrusters[i])->GetTorque(), 10, buff)) + ", ");
- PropulsionValues += (string(gcvt(((FGPropeller*)Thrusters[i])->GetThrust(), 10, buff)) + ", ");
- PropulsionValues += (string(gcvt(((FGPropeller*)Thrusters[i])->GetRPM(), 10, buff)));
+ FGPropeller* Propeller = (FGPropeller*)Thrusters[i];
+ FGColumnVector3 vPFactor = Propeller->GetPFactor();
+ PropulsionValues += string(gcvt(Propeller->GetTorque(), 10, buff)) + ", ";
+ PropulsionValues += string(gcvt(vPFactor(eRoll), 10, buff)) + ", ";
+ PropulsionValues += string(gcvt(vPFactor(ePitch), 10, buff)) + ", ";
+ PropulsionValues += string(gcvt(vPFactor(eYaw), 10, buff)) + ", ";
+ PropulsionValues += string(gcvt(Propeller->GetThrust(), 10, buff)) + ", ";
+ if (Propeller->IsVPitch())
+ PropulsionValues += string(gcvt(Propeller->GetPitch(), 10, buff)) + ", ";
+ PropulsionValues += string(gcvt(Propeller->GetRPM(), 10, buff));
break;
}
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-FGColumnVector3& FGPropulsion::GetTanksCG(void)
+FGColumnVector3& FGPropulsion::GetTanksMoment(void)
{
iTank = Tanks.begin();
vXYZtank.InitMatrix();
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-void FGPropulsion::Debug(void)
+void FGPropulsion::bind(void)
+{
+ typedef double (FGPropulsion::*PMF)(int) const;
+ /* PropertyManager->Tie("propulsion/num-engines", this,
+ &FGPropulsion::GetNumEngines);
+ PropertyManager->Tie("propulsion/num-tanks", this,
+ &FGPropulsion::GetNumTanks); */
+ PropertyManager->Tie("propulsion/num-sel-fuel-tanks", this,
+ &FGPropulsion::GetnumSelectedFuelTanks);
+ PropertyManager->Tie("propulsion/num-sel-ox-tanks", this,
+ &FGPropulsion::GetnumSelectedOxiTanks);
+ PropertyManager->Tie("forces/fbx-prop-lbs", this,1,
+ (PMF)&FGPropulsion::GetForces);
+ PropertyManager->Tie("forces/fby-prop-lbs", this,2,
+ (PMF)&FGPropulsion::GetForces);
+ PropertyManager->Tie("forces/fbz-prop-lbs", this,3,
+ (PMF)&FGPropulsion::GetForces);
+ PropertyManager->Tie("moments/l-prop-lbsft", this,1,
+ (PMF)&FGPropulsion::GetMoments);
+ PropertyManager->Tie("moments/m-prop-lbsft", this,2,
+ (PMF)&FGPropulsion::GetMoments);
+ PropertyManager->Tie("moments/n-prop-lbsft", this,3,
+ (PMF)&FGPropulsion::GetMoments);
+ //PropertyManager->Tie("propulsion/tanks-weight-lbs", this,
+ // &FGPropulsion::GetTanksWeight);
+}
+
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
+void FGPropulsion::unbind(void)
{
- //TODO: Add your source code here
+ /* PropertyManager->Untie("propulsion/num-engines");
+ PropertyManager->Untie("propulsion/num-tanks"); */
+ PropertyManager->Untie("propulsion/num-sel-fuel-tanks");
+ PropertyManager->Untie("propulsion/num-sel-ox-tanks");
+ PropertyManager->Untie("forces/fbx-prop-lbs");
+ PropertyManager->Untie("forces/fby-prop-lbs");
+ PropertyManager->Untie("forces/fbz-prop-lbs");
+ PropertyManager->Untie("moments/l-prop-lbsft");
+ PropertyManager->Untie("moments/m-prop-lbsft");
+ PropertyManager->Untie("moments/n-prop-lbsft");
+ //PropertyManager->Untie("propulsion/tanks-weight-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 FGPropulsion::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: FGPropulsion" << endl;
+ if (from == 1) cout << "Destroyed: FGPropulsion" << 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;
+ }
+ }
}