]> git.mxchange.org Git - flightgear.git/blobdiff - src/FDM/JSBSim/models/FGGroundReactions.cpp
Andreas Gaeb: fix #222 (JSBSIm reset problems)
[flightgear.git] / src / FDM / JSBSim / models / FGGroundReactions.cpp
index c8bf6ab9e589ab85d0b19411692eda4ba0cf595b..9126c9f812ec768d4a50468a347ab027585cc8d0 100644 (file)
@@ -5,7 +5,7 @@
  Date started: 09/13/00
  Purpose:      Encapsulates the ground reaction forces (gear and collision)
 
- ------------- Copyright (C) 2000  Jon S. Berndt (jsb@hal-pc.org) -------------
+ ------------- Copyright (C) 2000  Jon S. Berndt (jon@jsbsim.org) -------------
 
  This program is free software; you can redistribute it and/or modify it under
  the terms of the GNU Lesser General Public License as published by the Free Software
@@ -39,17 +39,59 @@ INCLUDES
 #include <iomanip>
 
 #include "FGGroundReactions.h"
-#include <input_output/FGPropertyManager.h>
+#include "FGFCS.h"
+#include "input_output/FGPropertyManager.h"
+
+using namespace std;
 
 namespace JSBSim {
 
-static const char *IdSrc = "$Id$";
+static const char *IdSrc = "$Id: FGGroundReactions.cpp,v 1.31 2010/11/18 12:38:06 jberndt Exp $";
 static const char *IdHdr = ID_GROUNDREACTIONS;
 
 /*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-CLASS IMPLEMENTATION
+CLASS IMPLEMENTATION for MultiplierIterator (See below for FGGroundReactions)
 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
 
+MultiplierIterator::MultiplierIterator(FGGroundReactions* GndReactions)
+: GroundReactions(GndReactions),
+  multiplier(NULL),
+  gearNum(0),
+  entry(0)
+{
+  for (int i=0; i < GroundReactions->GetNumGearUnits(); i++) {
+               FGLGear* gear = GroundReactions->GetGearUnit(i);
+
+               if (!gear->GetWOW()) continue;
+
+    gearNum = i;
+    multiplier = gear->GetMultiplierEntry(0);
+    break;
+  }
+}
+
+MultiplierIterator& MultiplierIterator::operator++()
+{
+  for (int i=gearNum; i < GroundReactions->GetNumGearUnits(); i++) {
+               FGLGear* gear = GroundReactions->GetGearUnit(i);
+
+    if (!gear->GetWOW()) continue;
+
+    multiplier = gear->GetMultiplierEntry(++entry);
+    if (multiplier) {
+      gearNum = i;
+      break;
+    }
+    else
+      entry = -1;
+  }
+
+  return *this;
+}
+
+/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+CLASS IMPLEMENTATION
+%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
 
 FGGroundReactions::FGGroundReactions(FGFDMExec* fgex) : FGModel(fgex)
 {
@@ -64,50 +106,55 @@ FGGroundReactions::FGGroundReactions(FGFDMExec* fgex) : FGModel(fgex)
 
 FGGroundReactions::~FGGroundReactions(void)
 {
-  for (unsigned int i=0; i<lGear.size();i++) lGear[i].unbind();
+  for (unsigned int i=0; i<lGear.size();i++) delete lGear[i];
   lGear.clear();
 
-  unbind();
   Debug(1);
 }
 
 //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 
+bool FGGroundReactions::InitModel(void)
+{
+  if (!FGModel::InitModel()) return false;
+
+  return true;
+}
+
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+
 bool FGGroundReactions::Run(void)
 {
   if (FGModel::Run()) return true;
   if (FDMExec->Holding()) return false;
 
+  RunPreFunctions();
+
   vForces.InitMatrix();
   vMoments.InitMatrix();
 
-  if ( Propagate->GetDistanceAGL() < 300.0 ) { // Only execute gear code below 300 feet
-    vector <FGLGear>::iterator iGear = lGear.begin();
-
-    // Sum forces and moments for all gear, here.
-    // Some optimizations may be made here - or rather in the gear code itself.
-    // The gear ::Run() method is called several times - once for each gear.
-    // Perhaps there is some commonality for things which only need to be
-    // calculated once.
-
-    while (iGear != lGear.end()) {
-      vForces  += iGear->Force();
-      vMoments += iGear->Moment();
-      iGear++;
-    }
-
+  // Sum forces and moments for all gear, here.
+  // Some optimizations may be made here - or rather in the gear code itself.
+  // The gear ::Run() method is called several times - once for each gear.
+  // Perhaps there is some commonality for things which only need to be
+  // calculated once.
+  for (unsigned int i=0; i<lGear.size(); i++) {
+    vForces  += lGear[i]->GetBodyForces();
+    vMoments += lGear[i]->GetMoments();
   }
 
+  RunPostFunctions();
+
   return false;
 }
 
 //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 
-bool FGGroundReactions::GetWOW(void)
+bool FGGroundReactions::GetWOW(void) const
 {
   bool result = false;
   for (unsigned int i=0; i<lGear.size(); i++) {
-    if (lGear[i].IsBogey() && lGear[i].GetWOW()) {
+    if (lGear[i]->IsBogey() && lGear[i]->GetWOW()) {
       result = true;
       break;
     }
@@ -115,6 +162,20 @@ bool FGGroundReactions::GetWOW(void)
   return result;
 }
 
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+// This function must be called after friction forces are resolved in order to
+// include them in the ground reactions total force and moment.
+void FGGroundReactions::UpdateForcesAndMoments(void)
+{
+  vForces.InitMatrix();
+  vMoments.InitMatrix();
+
+  for (unsigned int i=0; i<lGear.size(); i++) {
+    vForces  += lGear[i]->UpdateForces();
+    vMoments += lGear[i]->GetMoments();
+  }
+}
+
 //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 
 bool FGGroundReactions::Load(Element* el)
@@ -125,25 +186,29 @@ bool FGGroundReactions::Load(Element* el)
 
   Element* contact_element = el->FindElement("contact");
   while (contact_element) {
-    lGear.push_back(FGLGear(contact_element, FDMExec, num++));
-    FCS->AddGear(); // make the FCS aware of the landing gear
+    lGear.push_back(new FGLGear(contact_element, FDMExec, num++));
+    FDMExec->GetFCS()->AddGear(); // make the FCS aware of the landing gear
     contact_element = el->FindNextElement("contact");
   }
+  
+  FGModel::Load(el); // Perform base class Load
 
-  for (unsigned int i=0; i<lGear.size();i++) lGear[i].bind();
+  for (unsigned int i=0; i<lGear.size();i++) lGear[i]->bind();
+
+  PostLoad(el, PropertyManager);
 
   return true;
 }
 
 //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 
-string FGGroundReactions::GetGroundReactionStrings(string delimeter)
+string FGGroundReactions::GetGroundReactionStrings(string delimeter) const
 {
   std::ostringstream buf;
 
   for (unsigned int i=0;i<lGear.size();i++) {
-    if (lGear[i].IsBogey()) {
-      string name = lGear[i].GetName();
+    if (lGear[i]->IsBogey()) {
+      string name = lGear[i]->GetName();
       buf << name << " WOW" << delimeter
           << name << " stroke (ft)" << delimeter
           << name << " stroke velocity (ft/sec)" << delimeter
@@ -172,26 +237,26 @@ string FGGroundReactions::GetGroundReactionStrings(string delimeter)
 
 //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 
-string FGGroundReactions::GetGroundReactionValues(string delimeter)
+string FGGroundReactions::GetGroundReactionValues(string delimeter) const
 {
   std::ostringstream buf;
 
   for (unsigned int i=0;i<lGear.size();i++) {
-    if (lGear[i].IsBogey()) {
-      FGLGeargear = lGear[i];
-      buf << (gear.GetWOW() ? "1, " : "0, ")
-          << setprecision(5) << gear.GetCompLen() << delimeter
-          << setprecision(6) << gear.GetCompVel() << delimeter
-          << setprecision(10) << gear.GetCompForce() << delimeter
-          << gear.GetWheelSideForce() << delimeter
-          << gear.GetWheelRollForce() << delimeter
-          << gear.GetBodyXForce() << delimeter
-          << gear.GetBodyYForce() << delimeter
-          << setprecision(6) << gear.GetWheelVel(eX) << delimeter
-          << gear.GetWheelVel(eY) << delimeter
-          << gear.GetWheelRollVel() << delimeter
-          << gear.GetWheelSideVel() << delimeter
-          << gear.GetWheelSlipAngle() << delimeter;
+    if (lGear[i]->IsBogey()) {
+      FGLGear *gear = lGear[i];
+      buf << (gear->GetWOW() ? "1" : "0") << delimeter
+          << setprecision(5) << gear->GetCompLen() << delimeter
+          << setprecision(6) << gear->GetCompVel() << delimeter
+          << setprecision(10) << gear->GetCompForce() << delimeter
+          << gear->GetWheelSideForce() << delimeter
+          << gear->GetWheelRollForce() << delimeter
+          << gear->GetBodyXForce() << delimeter
+          << gear->GetBodyYForce() << delimeter
+          << setprecision(6) << gear->GetWheelVel(eX) << delimeter
+          << gear->GetWheelVel(eY) << delimeter
+          << gear->GetWheelRollVel() << delimeter
+          << gear->GetWheelSideVel() << delimeter
+          << gear->GetWheelSlipAngle() << delimeter;
     }
   }
 
@@ -211,6 +276,7 @@ void FGGroundReactions::bind(void)
 {
   typedef double (FGGroundReactions::*PMF)(int) const;
   PropertyManager->Tie("gear/num-units", this, &FGGroundReactions::GetNumGearUnits);
+  PropertyManager->Tie("gear/wow", this, &FGGroundReactions::GetWOW);
   PropertyManager->Tie("moments/l-gear-lbsft", this, eL, (PMF)&FGGroundReactions::GetMoments);
   PropertyManager->Tie("moments/m-gear-lbsft", this, eM, (PMF)&FGGroundReactions::GetMoments);
   PropertyManager->Tie("moments/n-gear-lbsft", this, eN, (PMF)&FGGroundReactions::GetMoments);
@@ -219,19 +285,6 @@ void FGGroundReactions::bind(void)
   PropertyManager->Tie("forces/fbz-gear-lbs", this, eZ, (PMF)&FGGroundReactions::GetForces);
 }
 
-//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-
-void FGGroundReactions::unbind(void)
-{
-  PropertyManager->Untie("gear/num-units");
-  PropertyManager->Untie("moments/l-gear-lbsft");
-  PropertyManager->Untie("moments/m-gear-lbsft");
-  PropertyManager->Untie("moments/n-gear-lbsft");
-  PropertyManager->Untie("forces/fbx-gear-lbs");
-  PropertyManager->Untie("forces/fby-gear-lbs");
-  PropertyManager->Untie("forces/fbz-gear-lbs");
-}
-
 //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 //    The bitmasked value choices are as follows:
 //    unset: In this case (the default) JSBSim would only print