namespace JSBSim {
-static const char *IdSrc = "$Id: FGPropagate.cpp,v 1.76 2011/01/16 16:10:59 bcoconni Exp $";
+static const char *IdSrc = "$Id: FGPropagate.cpp,v 1.88 2011/05/20 03:18:36 jberndt Exp $";
static const char *IdHdr = ID_PROPAGATE;
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
CLASS IMPLEMENTATION
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
-FGPropagate::FGPropagate(FGFDMExec* fdmex) : FGModel(fdmex)
+FGPropagate::FGPropagate(FGFDMExec* fdmex)
+ : FGModel(fdmex),
+ LocalTerrainRadius(0),
+ SeaLevelRadius(0),
+ VehicleRadius(0)
{
Debug(0);
Name = "FGPropagate";
gravType = gtWGS84;
- vPQRdot.InitMatrix();
+ vPQRidot.InitMatrix();
vQtrndot = FGQuaternion(0,0,0);
- vUVWdot.InitMatrix();
+ vUVWidot.InitMatrix();
vInertialVelocity.InitMatrix();
- integrator_rotational_rate = eAdamsBashforth2;
- integrator_translational_rate = eTrapezoidal;
- integrator_rotational_position = eAdamsBashforth2;
- integrator_translational_position = eTrapezoidal;
+ /// These define the indices use to select the various integrators.
+ // eNone = 0, eRectEuler, eTrapezoidal, eAdamsBashforth2, eAdamsBashforth3, eAdamsBashforth4};
+
+ integrator_rotational_rate = eRectEuler;
+ integrator_translational_rate = eAdamsBashforth2;
+ integrator_rotational_position = eRectEuler;
+ integrator_translational_position = eAdamsBashforth3;
VState.dqPQRidot.resize(4, FGColumnVector3(0.0,0.0,0.0));
VState.dqUVWidot.resize(4, FGColumnVector3(0.0,0.0,0.0));
bool FGPropagate::InitModel(void)
{
- if (!FGModel::InitModel()) return false;
-
// For initialization ONLY:
SeaLevelRadius = LocalTerrainRadius = FDMExec->GetInertial()->GetRefRadius();
VState.vLocation.SetEllipse(FDMExec->GetInertial()->GetSemimajor(), FDMExec->GetInertial()->GetSemiminor());
vOmegaEarth = FGColumnVector3( 0.0, 0.0, FDMExec->GetInertial()->omega() ); // Earth rotation vector
- vPQRdot.InitMatrix();
+ vPQRidot.InitMatrix();
vQtrndot = FGQuaternion(0,0,0);
- vUVWdot.InitMatrix();
+ vUVWidot.InitMatrix();
vInertialVelocity.InitMatrix();
VState.dqPQRidot.resize(4, FGColumnVector3(0.0,0.0,0.0));
VState.dqInertialVelocity.resize(4, FGColumnVector3(0.0,0.0,0.0));
VState.dqQtrndot.resize(4, FGColumnVector3(0.0,0.0,0.0));
- integrator_rotational_rate = eAdamsBashforth2;
- integrator_translational_rate = eTrapezoidal;
- integrator_rotational_position = eAdamsBashforth2;
- integrator_translational_position = eTrapezoidal;
+ integrator_rotational_rate = eRectEuler;
+ integrator_translational_rate = eAdamsBashforth2;
+ integrator_rotational_position = eRectEuler;
+ integrator_translational_position = eAdamsBashforth3;
return true;
}
RecomputeLocalTerrainRadius();
VehicleRadius = GetRadius();
- double radInv = 1.0/VehicleRadius;
-
- // Refer to Stevens and Lewis, 1.5-14a, pg. 49.
- // This is the rotation rate of the "Local" frame, expressed in the local frame.
-
- FGColumnVector3 vOmegaLocal = FGColumnVector3(
- radInv*vVel(eEast),
- -radInv*vVel(eNorth),
- -radInv*vVel(eEast)*VState.vLocation.GetTanLatitude() );
// Set the angular velocities of the body frame relative to the ECEF frame,
- // expressed in the body frame. Effectively, this is:
- // w_b/e = w_b/l + w_l/e
+ // expressed in the body frame.
VState.vPQR = FGColumnVector3( FGIC->GetPRadpsIC(),
FGIC->GetQRadpsIC(),
- FGIC->GetRRadpsIC() ) + Tl2b*vOmegaLocal;
+ FGIC->GetRRadpsIC() );
VState.vPQRi = VState.vPQR + Ti2b * vOmegaEarth;
- VState.vPQRi_i = Tb2i * VState.vPQRi;
// Make an initial run and set past values
InitializeDerivatives();
*/
-bool FGPropagate::Run(void)
+bool FGPropagate::Run(bool Holding)
{
- if (FGModel::Run()) return true; // Fast return if we have nothing to do ...
- if (FDMExec->Holding()) return false;
+ if (FGModel::Run(Holding)) return true; // Fast return if we have nothing to do ...
+ if (Holding) return false;
double dt = FDMExec->GetDeltaT()*rate; // The 'stepsize'
CalculateUVWdot(); // Translational rate derivative
ResolveFrictionForces(dt); // Update rate derivatives with friction forces
CalculateQuatdot(); // Angular orientation derivative
- CalculateUVW(); // Translational position derivative (velocities are integrated in the inertial frame)
// Propagate rotational / translational velocity, angular /translational position, respectively.
- Integrate(VState.vPQRi_i, vPQRidot, VState.dqPQRidot, dt, integrator_rotational_rate); // ECI integration
+ Integrate(VState.vPQRi, vPQRidot, VState.dqPQRidot, dt, integrator_rotational_rate);
Integrate(VState.qAttitudeECI, vQtrndot, VState.dqQtrndot, dt, integrator_rotational_position);
Integrate(VState.vInertialPosition, VState.vInertialVelocity, VState.dqInertialVelocity, dt, integrator_translational_position);
Integrate(VState.vInertialVelocity, vUVWidot, VState.dqUVWidot, dt, integrator_translational_rate);
// orientation quaternion and vLocation vector.
UpdateBodyMatrices();
- // Set auxililary state variables
+ // Translational position derivative (velocities are integrated in the inertial frame)
+ CalculateUVW();
+
+ // Set auxilliary state variables
RecomputeLocalTerrainRadius();
VehicleRadius = GetRadius(); // Calculate current aircraft radius from center of planet
- VState.vPQRi = Ti2b * VState.vPQRi_i;
VState.vPQR = VState.vPQRi - Ti2b * vOmegaEarth;
VState.qAttitudeLocal = Tl2b.GetQuaternion();
// moments and the total inertial angular velocity expressed in the body
// frame.
- vPQRdot = Jinv*(vMoments - VState.vPQRi*(J*VState.vPQRi));
- vPQRidot = Tb2i * vPQRdot;
+ vPQRidot = Jinv*(vMoments - VState.vPQRi*(J*VState.vPQRi));
+ vPQRdot = vPQRidot - VState.vPQRi * (Ti2b * vOmegaEarth);
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
vUVWdot += invMass * Fc;
vUVWidot += invMass * Tb2i * Fc;
vPQRdot += Jinv * Mc;
- vPQRidot += Tb2i* Jinv * Mc;
+ vPQRidot += Jinv * Mc;
// Save the value of the Lagrange multipliers to accelerate the convergence
// of the Gauss-Seidel algorithm at next iteration.
{
Ti2b = VState.qAttitudeECI.GetT(); // ECI to body frame transform
Tb2i = Ti2b.Transposed(); // body to ECI frame transform
- Tl2b = Ti2b*Tl2i; // local to body frame transform
+ Tl2b = Ti2b * Tl2i; // local to body frame transform
Tb2l = Tl2b.Transposed(); // body to local frame transform
- Tec2b = Tl2b * Tec2l; // ECEF to body frame transform
+ Tec2b = Ti2b * Tec2i; // ECEF to body frame transform
Tb2ec = Tec2b.Transposed(); // body to ECEF frame tranform
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
void FGPropagate::SetInertialRates(FGColumnVector3 vRates) {
- VState.vPQRi_i = vRates;
- VState.vPQRi = Ti2b * VState.vPQRi_i;
+ VState.vPQRi = Ti2b * vRates;
VState.vPQR = VState.vPQRi - Ti2b * vOmegaEarth;
}
VState.dqQtrndot.clear();
for (int i=0; i<4; i++) {
VState.dqPQRidot.push_front(vPQRidot);
- VState.dqUVWidot.push_front(vUVWdot);
+ VState.dqUVWidot.push_front(vUVWidot);
VState.dqInertialVelocity.push_front(VState.vInertialVelocity);
VState.dqQtrndot.push_front(vQtrndot);
}
vVel = Tb2l * VState.vUVW;
VState.vPQR = vstate.vPQR;
VState.vPQRi = VState.vPQR + Ti2b * vOmegaEarth;
- VState.vPQRi_i = Tb2i * VState.vPQRi;
VState.vInertialPosition = vstate.vInertialPosition;
InitializeDerivatives();