]> git.mxchange.org Git - flightgear.git/blobdiff - src/FDM/JSBSim/models/FGMassBalance.h
Andreas Gaeb: fix #222 (JSBSIm reset problems)
[flightgear.git] / src / FDM / JSBSim / models / FGMassBalance.h
index 46f99e4351728d30f4d507a5a148f0bb083b9c55..c7468c5dbe0e9b6c0cda14945f7abc0d60cf53de 100644 (file)
@@ -43,17 +43,20 @@ INCLUDES
 #include "math/FGMatrix33.h"
 #include "input_output/FGXMLElement.h"
 #include <vector>
+#include <string>
 
 /*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 DEFINITIONS
 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
 
-#define ID_MASSBALANCE "$Id$"
+#define ID_MASSBALANCE "$Id: FGMassBalance.h,v 1.22 2010/11/18 12:38:06 jberndt Exp $"
 
 /*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 FORWARD DECLARATIONSS
 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
 
+using std::string;
+
 namespace JSBSim {
 
 /*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
@@ -62,7 +65,11 @@ CLASS DOCUMENTATION
 
 /** Models weight, balance and moment of inertia information.  Maintains a vector
     of point masses. Sums the contribution of all, and provides this to FGPropagate.
-    Loads the \<mass_balance> section of the aircraft configuration file.
+    Loads the \<mass_balance> section of the aircraft configuration file. There
+    can be any number of <pointmasses>. Each can also have a shape which - if
+    present - causes an associated moment of inertia to be calculated based on
+    the shape. Note that a cylinder is solid, a tube is hollow, a ball is solid
+    and a sphere is hollow.
 
     <h3>Configuration File Format:</h3>
 @code
@@ -74,20 +81,24 @@ CLASS DOCUMENTATION
         <ixz unit="{SLUG*FT2 | KG*M2}"> {number} </ixz>
         <iyz unit="{SLUG*FT2 | KG*M2}"> {number} </iyz>
         <emptywt unit="{LBS | KG"> {number} </emptywt>
-        <location name="CG" unit="{IN | M}">
+        <location name="CG" unit="{IN | FT | M}">
             <x> {number} </x>
             <y> {number} </y>
             <z> {number} </z>
         </location>
-        <pointmass name="{string}">
+        [<pointmass name="{string}">
+            <form shape="{tube | cylinder | sphere | ball}">
+               <radius unit="{IN | FT | M}"> {number} </radius>
+               <length unit="{IN | FT | M}"> {number} </length>
+            </form> 
             <weight unit="{LBS | KG}"> {number} </weight>
-            <location name="POINTMASS" unit="{IN | M}">
+            <location name="{string}" unit="{IN | FT | M}">
                 <x> {number} </x>
                 <y> {number} </y>
                 <z> {number} </z>
             </location>
         </pointmass>
-        ... other point masses ...
+        ... other point masses ...]
     </mass_balance>
 @endcode
   */
@@ -109,9 +120,10 @@ public:
 
   double GetMass(void) const {return Mass;}
   double GetWeight(void) const {return Weight;}
-  FGColumnVector3& GetXYZcg(void) {return vXYZcg;}
+  double GetEmptyWeight(void) const {return EmptyWeight;}
+  const FGColumnVector3& GetXYZcg(void) const {return vXYZcg;}
   double GetXYZcg(int axis) const  {return vXYZcg(axis);}
-  FGColumnVector3& GetDeltaXYZcg(void) {return vDeltaXYZcg;}
+  const FGColumnVector3& GetDeltaXYZcg(void) const {return vDeltaXYZcg;}
   double GetDeltaXYZcg(int axis) const  {return vDeltaXYZcg(axis);}
 
   /** Computes the inertia contribution of a pointmass.
@@ -148,16 +160,17 @@ public:
    */
   FGColumnVector3 StructuralToBody(const FGColumnVector3& r) const;
 
-  inline void SetEmptyWeight(double EW) { EmptyWeight = EW;}
-  inline void SetBaseCG(const FGColumnVector3& CG) {vbaseXYZcg = vXYZcg = CG;}
+  void SetEmptyWeight(double EW) { EmptyWeight = EW;}
+  void SetBaseCG(const FGColumnVector3& CG) {vbaseXYZcg = vXYZcg = CG;}
 
   void AddPointMass(Element* el);
   double GetTotalPointMassWeight(void);
 
   FGColumnVector3& GetPointMassMoment(void);
-  FGMatrix33& GetJ(void) {return mJ;}
-  FGMatrix33& GetJinv(void) {return mJinv;}
+  const FGMatrix33& GetJ(void) const {return mJ;}
+  const FGMatrix33& GetJinv(void) const {return mJinv;}
   void SetAircraftBaseInertias(FGMatrix33 BaseJ) {baseJ = BaseJ;}
+  void GetMassPropertiesReport(void) const;
   
 private:
   double Weight;
@@ -177,36 +190,71 @@ private:
   FGColumnVector3 PointMassCG;
   FGMatrix33& CalculatePMInertias(void);
 
+
+  /** The PointMass structure encapsulates a point mass object, moments of inertia
+     mass, location, etc. */
   struct PointMass {
     PointMass(double w, FGColumnVector3& vXYZ) {
       Weight = w;
       Location = vXYZ;
+      mPMInertia.InitMatrix();
+      Radius = 0.0;
+      Length = 0.0;
     }
+
+    void CalculateShapeInertia(void) {
+      switch(eShapeType) {
+        case esTube:
+          mPMInertia(1,1) = (Weight/(slugtolb))*Radius*Radius; // mr^2
+          mPMInertia(2,2) = (Weight/(slugtolb*12))*(6*Radius*Radius + Length*Length);
+          mPMInertia(3,3) = mPMInertia(2,2);
+          break;
+        case esCylinder:
+          mPMInertia(1,1) = (Weight/(slugtolb*2))*Radius*Radius; // 0.5*mr^2
+          mPMInertia(2,2) = (Weight/(slugtolb*12))*(3*Radius*Radius + Length*Length);
+          mPMInertia(3,3) = mPMInertia(2,2);
+          break;
+        case esSphere:
+          mPMInertia(1,1) = (Weight/(slugtolb*3))*Radius*Radius*2; // (2mr^2)/3
+          mPMInertia(2,2) = mPMInertia(1,1);
+          mPMInertia(3,3) = mPMInertia(1,1);
+        case esBall:
+          mPMInertia(1,1) = (Weight/(slugtolb*5))*Radius*Radius*2; // (2mr^2)/5
+          mPMInertia(2,2) = mPMInertia(1,1);
+          mPMInertia(3,3) = mPMInertia(1,1);
+          break;
+        default:
+          break;
+      }
+    }
+
+    enum esShape {esUnspecified, esTube, esCylinder, esSphere, esBall} eShapeType;
     FGColumnVector3 Location;
-    double Weight;
+    double Weight; /// Weight in pounds.
+    double Radius; /// Radius in feet.
+    double Length; /// Length in feet.
+    string Name;
+    FGMatrix33 mPMInertia;
+
     double GetPointMassLocation(int axis) const {return Location(axis);}
+    double GetPointMassWeight(void) const {return Weight;}
+    esShape GetShapeType(void) {return eShapeType;}
+    FGColumnVector3 GetLocation(void) {return Location;}
+    FGMatrix33 GetPointMassInertia(void) {return mPMInertia;}
+    string GetName(void) {return Name;}
+
     void SetPointMassLocation(int axis, double value) {Location(axis) = value;}
     void SetPointMassWeight(double wt) {Weight = wt;}
-    double GetPointMassWeight(void) const {return Weight;}
+    void SetPointMassShapeType(esShape st) {eShapeType = st;}
+    void SetRadius(double r) {Radius = r;}
+    void SetLength(double l) {Length = l;}
+    void SetName(string name) {Name = name;}
+    double GetPointMassMoI(int r, int c) {return mPMInertia(r,c);}
 
-    void bind(FGPropertyManager* PropertyManager, int num) {
-      string tmp = CreateIndexedPropertyName("inertia/pointmass-weight-lbs", num);
-      PropertyManager->Tie( tmp.c_str(), this, &PointMass::GetPointMassWeight,
-                                       &PointMass::SetPointMassWeight);
-
-      tmp = CreateIndexedPropertyName("inertia/pointmass-location-X-inches", num);
-      PropertyManager->Tie( tmp.c_str(), this, eX, &PointMass::GetPointMassLocation,
-                                           &PointMass::SetPointMassLocation);
-      tmp = CreateIndexedPropertyName("inertia/pointmass-location-Y-inches", num);
-      PropertyManager->Tie( tmp.c_str(), this, eY, &PointMass::GetPointMassLocation,
-                                           &PointMass::SetPointMassLocation);
-      tmp = CreateIndexedPropertyName("inertia/pointmass-location-Z-inches", num);
-      PropertyManager->Tie( tmp.c_str(), this, eZ, &PointMass::GetPointMassLocation,
-                                           &PointMass::SetPointMassLocation);
-    }
+    void bind(FGPropertyManager* PropertyManager, int num);
   };
 
-  vector <struct PointMass*> PointMasses;
+  std::vector <struct PointMass*> PointMasses;
 
   void bind(void);
   void Debug(int from);