#include <iomanip>
#include "FGGroundReactions.h"
-#include "FGFCS.h"
+#include "FGLGear.h"
#include "input_output/FGPropertyManager.h"
using namespace std;
namespace JSBSim {
-static const char *IdSrc = "$Id$";
+static const char *IdSrc = "$Id: FGGroundReactions.cpp,v 1.39 2012/04/01 17:05:51 bcoconni Exp $";
static const char *IdHdr = ID_GROUNDREACTIONS;
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
CLASS IMPLEMENTATION
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
-
FGGroundReactions::FGGroundReactions(FGFDMExec* fgex) : FGModel(fgex)
{
Name = "FGGroundReactions";
bool FGGroundReactions::InitModel(void)
{
- if (!FGModel::InitModel()) return false;
-
return true;
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-bool FGGroundReactions::Run(void)
+bool FGGroundReactions::Run(bool Holding)
{
- if (FGModel::Run()) return true;
- if (FDMExec->Holding()) return false;
+ if (FGModel::Run(Holding)) return true;
+ if (Holding) return false;
+
+ RunPreFunctions();
vForces.InitMatrix();
vMoments.InitMatrix();
+ multipliers.clear();
+
// 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.
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++) {
Debug(2);
+ unsigned int numContacts = el->GetNumElements("contact");
+ lGear.resize(numContacts);
Element* contact_element = el->FindElement("contact");
- while (contact_element) {
- lGear.push_back(new FGLGear(contact_element, FDMExec, num++));
- FCS->AddGear(); // make the FCS aware of the landing gear
+ for (unsigned int idx=0; idx<numContacts; idx++) {
+ lGear[idx] = new FGLGear(contact_element, FDMExec, num++, in);
contact_element = el->FindNextElement("contact");
}
-
+
FGModel::Load(el); // Perform base class Load
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;
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-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()) {
FGLGear *gear = lGear[i];
- buf << (gear->GetWOW() ? "1, " : "0, ")
+ buf << (gear->GetWOW() ? "1" : "0") << delimeter
<< setprecision(5) << gear->GetCompLen() << delimeter
<< setprecision(6) << gear->GetCompVel() << delimeter
<< setprecision(10) << gear->GetCompForce() << delimeter
{
typedef double (FGGroundReactions::*PMF)(int) const;
PropertyManager->Tie("gear/num-units", this, &FGGroundReactions::GetNumGearUnits);
- 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);
- PropertyManager->Tie("forces/fbx-gear-lbs", this, eX, (PMF)&FGGroundReactions::GetForces);
- PropertyManager->Tie("forces/fby-gear-lbs", this, eY, (PMF)&FGGroundReactions::GetForces);
- PropertyManager->Tie("forces/fbz-gear-lbs", this, eZ, (PMF)&FGGroundReactions::GetForces);
+ PropertyManager->Tie("gear/wow", this, &FGGroundReactions::GetWOW);
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%