-/*******************************************************************************
+/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
Header: FGPropulsion.h
Author: Jon S. Berndt
--------------------------------------------------------------------------------
08/20/00 JSB Created
-********************************************************************************
-COMMENTS, REFERENCES, and NOTES
-********************************************************************************
-
-********************************************************************************
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
SENTRY
-*******************************************************************************/
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
#ifndef FGPROPULSION_H
#define FGPROPULSION_H
-/*******************************************************************************
+/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
INCLUDES
-*******************************************************************************/
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
#ifdef FGFS
# include <simgear/compiler.h>
-# ifdef FG_HAVE_STD_INCLUDES
+# ifdef SG_HAVE_STD_INCLUDES
# include <vector>
+# include <iterator>
# else
# include <vector.h>
+# include <iterator.h>
# endif
#else
# include <vector>
+# include <iterator>
#endif
#include "FGModel.h"
-#include "FGEngine.h"
+#include "FGRocket.h"
+#include "FGPiston.h"
+#include "FGTurbine.h"
+#include "FGSimTurbine.h"
#include "FGTank.h"
-#include "FGThruster.h"
-#include "FGConfigFile.h"
+#include "FGPropeller.h"
+#include "FGNozzle.h"
+
+/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+DEFINITIONS
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
+
+#define ID_PROPULSION "$Id$"
+
+/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+FORWARD DECLARATIONS
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
+
+namespace JSBSim {
+
+/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+CLASS DOCUMENTATION
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
+
+/** Propulsion management class.
+ The Propulsion class is the container for the entire propulsion system, which is
+ comprised of engines, tanks, and "thrusters" (the device that transforms the
+ engine power into a force that acts on the aircraft, such as a nozzle or
+ propeller). Once the Propulsion class gets the config file, it reads in
+ information which is specific to a type of engine. Then:
-/*******************************************************************************
+ -# The appropriate engine type instance is created
+ -# A thruster object is instantiated, and is linked to the engine
+ -# At least one tank object is created, and is linked to an engine.
+
+ At Run time each engines Calculate() method is called to return the excess power
+ generated during that iteration. The drag from the previous iteration is sub-
+ tracted to give the excess power available for thrust this pass. That quantity
+ is passed to the thrusters associated with a particular engine - perhaps with a
+ scaling mechanism (gearing?) to allow the engine to give its associated thrust-
+ ers specific distributed portions of the excess power.
+ @author Jon S. Berndt
+ @version $Id$
+ @see
+ FGEngine
+ FGTank
+ FGThruster
+*/
+
+/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
CLASS DECLARATION
-*******************************************************************************/
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
-class FGPropulsion : public FGModel {
- vector <FGEngine> Engines;
- vector <FGTank> Tanks;
- vector <FGThruster> Thrusters;
+class FGPropulsion : public FGModel
+{
public:
+ /// Constructor
FGPropulsion(FGFDMExec*);
+ /// Destructor
+ ~FGPropulsion();
+
+ /** Executes the propulsion model.
+ The initial plan for the FGPropulsion class calls for Run() to be executed,
+ performing the following tasks:
+ <ol>
+ <li>Determine the drag - or power required - for the attached thrust effector
+ for this engine so that any feedback to the engine can be performed. This
+ is done by calling FGThruster::CalculatePReq()</li>
+ <li>Given 1, above, calculate the power available from the engine. This is
+ done by calling FGEngine::CalculatePAvail()</li>
+ <li>Next, calculate the thrust output from the thruster model given the power
+ available and the power required. This may also result in new performance
+ numbers for the thruster in the case of the propeller, at least. This
+ result is returned from a call to Calculate().</li></ol>
+ [Note: Should we be checking the Starved flag here?] */
bool Run(void);
- bool LoadPropulsion(FGConfigFile* AC_cfg);
-};
-/******************************************************************************/
+ /** Loads the propulsion system (engine[s], tank[s], thruster[s]).
+ Characteristics of the propulsion system are read in from the config file.
+ @param AC_cfg pointer to the config file instance that describes the
+ aircraft being modeled.
+ @return true if successfully loaded, otherwise false */
+ bool Load(FGConfigFile* AC_cfg);
+
+ /// Retrieves the number of engines defined for the aircraft.
+ inline unsigned int GetNumEngines(void) const {return Engines.size();}
+
+ /** Retrieves an engine object pointer from the list of engines.
+ @param index the engine index within the vector container
+ @return the address of the specific engine, or zero if no such engine is
+ available */
+ inline FGEngine* GetEngine(unsigned int index) {
+ if (index <= Engines.size()-1) return Engines[index];
+ else return 0L; }
+
+ /// Retrieves the number of tanks defined for the aircraft.
+ inline unsigned int GetNumTanks(void) const {return Tanks.size();}
+
+ /** Retrieves a tank object pointer from the list of tanks.
+ @param index the tank index within the vector container
+ @return the address of the specific tank, or zero if no such tank is
+ available */
+ inline FGTank* GetTank(unsigned int index) {
+ if (index <= Tanks.size()-1) return Tanks[index];
+ else return 0L; }
+
+ /** Retrieves a thruster object pointer from the list of thrusters.
+ @param index the thruster index within the vector container
+ @return the address of the specific thruster, or zero if no such thruster is
+ available */
+ inline FGThruster* GetThruster(unsigned int index) {
+ if (index <= Thrusters.size()-1) return Thrusters[index];
+ else return 0L; }
+
+ /** Returns the number of fuel tanks currently actively supplying fuel */
+ inline int GetnumSelectedFuelTanks(void) const {return numSelectedFuelTanks;}
+
+ /** Returns the number of oxidizer tanks currently actively supplying oxidizer */
+ inline int GetnumSelectedOxiTanks(void) const {return numSelectedOxiTanks;}
+
+ /** Loops the engines/thrusters until thrust output steady (used for trimming) */
+ bool GetSteadyState(void);
+
+ /** starts the engines in IC mode (dt=0). All engine-specific setup must
+ be done before calling this (i.e. magnetos, starter engage, etc.) */
+ bool ICEngineStart(void);
+
+ string GetPropulsionStrings(void);
+ string GetPropulsionValues(void);
+
+ inline FGColumnVector3& GetForces(void) {return vForces; }
+ inline double GetForces(int n) const { return vForces(n);}
+ inline FGColumnVector3& GetMoments(void) {return vMoments;}
+ inline double GetMoments(int n) const {return vMoments(n);}
+
+ FGColumnVector3& GetTanksMoment(void);
+ double GetTanksWeight(void);
+
+ double GetTanksIxx(const FGColumnVector3& vXYZcg);
+ double GetTanksIyy(const FGColumnVector3& vXYZcg);
+ double GetTanksIzz(const FGColumnVector3& vXYZcg);
+ double GetTanksIxz(const FGColumnVector3& vXYZcg);
+ double GetTanksIxy(const FGColumnVector3& vXYZcg);
+
+ inline int GetActiveEngine(void) const
+ {
+ return ActiveEngine;
+ }
+
+ inline int GetActiveEngine(void);
+
+ void SetMagnetos(int setting);
+ void SetStarter(int setting);
+ void SetCutoff(int setting=0);
+ void SetActiveEngine(int engine);
+
+ void bind();
+ void unbind();
+
+private:
+ vector <FGEngine*> Engines;
+ vector <FGTank*> Tanks;
+ vector <FGTank*>::iterator iTank;
+ vector <FGThruster*> Thrusters;
+ unsigned int numSelectedFuelTanks;
+ unsigned int numSelectedOxiTanks;
+ unsigned int numFuelTanks;
+ unsigned int numOxiTanks;
+ unsigned int numEngines;
+ unsigned int numTanks;
+ unsigned int numThrusters;
+ int ActiveEngine;
+ double dt;
+ FGColumnVector3 vForces;
+ FGColumnVector3 vMoments;
+ FGColumnVector3 vXYZtank;
+ void Debug(int from);
+};
+}
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
#endif