namespace JSBSim {
-static const char *IdSrc = "$Id: FGFDMExec.cpp,v 1.78 2010/04/12 12:25:19 jberndt Exp $";
+static const char *IdSrc = "$Id: FGFDMExec.cpp,v 1.79 2010/07/25 13:52:20 jberndt Exp $";
static const char *IdHdr = ID_FDMEXEC;
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
modelLoaded = true;
- MassBalance->Run(); // Update all mass properties for the report.
- MassBalance->GetMassPropertiesReport();
-
if (debug_lvl > 0) {
+ MassBalance->Run(); // Update all mass properties for the report.
+ MassBalance->GetMassPropertiesReport();
+
cout << endl << fgblue << highint
<< "End of vehicle configuration loading." << endl
<< "-------------------------------------------------------------------------------"
is equal to zero it is left untouched. */
FGColumnVector3& Normalize(void);
+ /** Dot product of two vectors
+ Compute and return the euclidean dot (or scalar) product of two vectors
+ v1 and v2 */
+ friend inline double DotProduct(const FGColumnVector3& v1, const FGColumnVector3& v2) {
+ return v1(1)*v2(1) + v1(2)*v2(2) + v1(3)*v2(3);
+ }
+
private:
double data[3];
DEFINITIONS
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
-#define ID_LOCATION "$Id: FGLocation.h,v 1.21 2010/07/09 04:11:45 jberndt Exp $"
+#define ID_LOCATION "$Id: FGLocation.h,v 1.22 2010/07/25 22:15:57 jberndt Exp $"
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
FORWARD DECLARATIONS
@see W. C. Durham "Aircraft Dynamics & Control", section 2.2
@author Mathias Froehlich
- @version $Id: FGLocation.h,v 1.21 2010/07/09 04:11:45 jberndt Exp $
+ @version $Id: FGLocation.h,v 1.22 2010/07/25 22:15:57 jberndt Exp $
*/
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
@return the distance of the location represented with this class
instance to the center of the earth in ft. The radius value is
always positive. */
- double GetRadius() const { return mECLoc.Magnitude(); }
+ //double GetRadius() const { return mECLoc.Magnitude(); } // may not work with FlightGear
+ double GetRadius() const { ComputeDerived(); return mRadius; }
/** Transform matrix from local horizontal to earth centered frame.
Returns a const reference to the rotation matrix of the transform from
GLOBAL DATA
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
-static const char *IdSrc = "$Id: FGAircraft.cpp,v 1.26 2010/02/15 03:28:24 jberndt Exp $";
+static const char *IdSrc = "$Id: FGAircraft.cpp,v 1.27 2010/07/27 23:18:19 jberndt Exp $";
static const char *IdHdr = ID_AIRCRAFT;
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
vBodyAccel = vForces/MassBalance->GetMass();
- vNcg = vBodyAccel/Inertial->gravity();
+ vNcg = vBodyAccel/Inertial->SLgravity();
vNwcg = Aerodynamics->GetTb2w() * vNcg;
- vNwcg(3) = -1*vNwcg(3) + 1;
+ vNwcg(3) = 1.0 - vNwcg(3);
RunPostFunctions();
Author: Tony Peden, Jon Berndt
Date started: 01/26/99
Purpose: Calculates additional parameters needed by the visual system, etc.
- Called by: FGSimExec
+ Called by: FGFDMExec
------------- Copyright (C) 1999 Jon S. Berndt (jon@jsbsim.org) -------------
namespace JSBSim {
-static const char *IdSrc = "$Id: FGAuxiliary.cpp,v 1.39 2010/07/09 12:06:11 jberndt Exp $";
+static const char *IdSrc = "$Id: FGAuxiliary.cpp,v 1.42 2010/07/27 23:18:19 jberndt Exp $";
static const char *IdHdr = ID_AUXILIARY;
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
vEulerRates(ePhi) = vPQR(eP) + vEulerRates(ePsi)*sTht;
}
-// 12/16/2005, JSB: For ground handling purposes, at this time, let's ramp
-// in the effects of wind from 10 fps to 30 fps when there is weight on the
-// landing gear wheels.
-
- if (GroundReactions->GetWOW() && vUVW(eU) < 10) {
- vAeroPQR = vPQR;
- vAeroUVW = vUVW;
- } else if (GroundReactions->GetWOW() && vUVW(eU) < 30) {
- double factor = (vUVW(eU) - 10.0)/20.0;
- vAeroPQR = vPQR - factor*Atmosphere->GetTurbPQR();
- vAeroUVW = vUVW - factor*Propagate->GetTl2b()*Atmosphere->GetTotalWindNED();
- } else {
- FGColumnVector3 wind = Propagate->GetTl2b()*Atmosphere->GetTotalWindNED();
- vAeroPQR = vPQR - Atmosphere->GetTurbPQR();
- vAeroUVW = vUVW - wind;
- }
+// Combine the wind speed with aircraft speed to obtain wind relative speed
+ FGColumnVector3 wind = Propagate->GetTl2b()*Atmosphere->GetTotalWindNED();
+ vAeroPQR = vPQR - Atmosphere->GetTurbPQR();
+ vAeroUVW = vUVW - wind;
Vt = vAeroUVW.Magnitude();
if ( Vt > 0.05) {
vAircraftAccel /= MassBalance->GetMass();
// Nz is Acceleration in "g's", along normal axis (-Z body axis)
- Nz = -vAircraftAccel(eZ)/Inertial->gravity();
+ Nz = -vAircraftAccel(eZ)/Inertial->SLgravity();
vToEyePt = MassBalance->StructuralToBody(Aircraft->GetXYZep());
vPilotAccel = vAircraftAccel + Propagate->GetPQRdot() * vToEyePt;
vPilotAccel += vPQR * (vPQR * vToEyePt);
// any jitter that could be introduced by the landing gear. Theoretically,
// this branch could be eliminated, with a penalty of having a short
// transient at startup (lasting only a fraction of a second).
- vPilotAccel = Propagate->GetTl2b() * FGColumnVector3( 0.0, 0.0, -Inertial->gravity() );
- Nz = -vPilotAccel(eZ)/Inertial->gravity();
+ vPilotAccel = Propagate->GetTl2b() * FGColumnVector3( 0.0, 0.0, -Inertial->SLgravity() );
+ Nz = -vPilotAccel(eZ)/Inertial->SLgravity();
}
- vPilotAccelN = vPilotAccel/Inertial->gravity();
+ vPilotAccelN = vPilotAccel/Inertial->SLgravity();
// VRP computation
const FGLocation& vLocation = Propagate->GetLocation();
namespace JSBSim {
-static const char *IdSrc = "$Id: FGGroundReactions.cpp,v 1.26 2009/11/12 13:08:11 jberndt Exp $";
+static const char *IdSrc = "$Id: FGGroundReactions.cpp,v 1.29 2010/07/30 11:50:01 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)
{
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)
#include "math/FGColumnVector3.h"
#include "input_output/FGXMLElement.h"
-#define ID_GROUNDREACTIONS "$Id: FGGroundReactions.h,v 1.15 2009/10/02 10:30:09 jberndt Exp $"
+#define ID_GROUNDREACTIONS "$Id: FGGroundReactions.h,v 1.17 2010/07/30 11:50:01 jberndt Exp $"
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
FORWARD DECLARATIONS
CLASS DECLARATION
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
+class MultiplierIterator
+{
+public:
+ MultiplierIterator(FGGroundReactions* GndReactions);
+ MultiplierIterator& operator++();
+ FGPropagate::LagrangeMultiplier* operator*() { return multiplier; }
+private:
+ FGGroundReactions* GroundReactions;
+ FGPropagate::LagrangeMultiplier* multiplier;
+ int gearNum;
+ int entry;
+};
+
class FGGroundReactions : public FGModel
{
public:
string GetGroundReactionStrings(string delimeter);
string GetGroundReactionValues(string delimeter);
bool GetWOW(void);
+ void UpdateForcesAndMoments(void);
int GetNumGearUnits(void) const { return (int)lGear.size(); }
GLOBAL DATA
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
-static const char *IdSrc = "$Id: FGLGear.cpp,v 1.74 2010/05/18 10:54:14 jberndt Exp $";
+static const char *IdSrc = "$Id: FGLGear.cpp,v 1.76 2010/07/30 11:50:01 jberndt Exp $";
static const char *IdHdr = ID_LGEAR;
// Body To Structural (body frame is rotated 180 deg about Y and lengths are given in
<< sSteerType << " is undefined." << endl;
}
- RFRV = 0.7; // Rolling force relaxation velocity, default value
- SFRV = 0.7; // Side force relaxation velocity, default value
-
- Element* relax_vel = el->FindElement("relaxation_velocity");
- if (relax_vel) {
- if (relax_vel->FindElement("rolling")) {
- RFRV = relax_vel->FindElementValueAsNumberConvertTo("rolling", "FT/SEC");
- }
- if (relax_vel->FindElement("side")) {
- SFRV = relax_vel->FindElementValueAsNumberConvertTo("side", "FT/SEC");
- }
- }
-
- Aircraft = fdmex->GetAircraft();
- Propagate = fdmex->GetPropagate();
- Auxiliary = fdmex->GetAuxiliary();
- FCS = fdmex->GetFCS();
- MassBalance = fdmex->GetMassBalance();
-
- LongForceLagFilterCoeff = 1/fdmex->GetDeltaT(); // default longitudinal force filter coefficient
- LatForceLagFilterCoeff = 1/fdmex->GetDeltaT(); // default lateral force filter coefficient
-
- Element* force_lag_filter_elem = el->FindElement("force_lag_filter");
- if (force_lag_filter_elem) {
- if (force_lag_filter_elem->FindElement("rolling")) {
- LongForceLagFilterCoeff = force_lag_filter_elem->FindElementValueAsNumber("rolling");
- }
- if (force_lag_filter_elem->FindElement("side")) {
- LatForceLagFilterCoeff = force_lag_filter_elem->FindElementValueAsNumber("side");
- }
- }
-
- LongForceFilter = Filter(LongForceLagFilterCoeff, fdmex->GetDeltaT());
- LatForceFilter = Filter(LatForceLagFilterCoeff, fdmex->GetDeltaT());
-
- WheelSlipLagFilterCoeff = 1/fdmex->GetDeltaT();
-
- Element *wheel_slip_angle_lag_elem = el->FindElement("wheel_slip_filter");
- if (wheel_slip_angle_lag_elem) {
- WheelSlipLagFilterCoeff = wheel_slip_angle_lag_elem->GetDataAsNumber();
- }
-
- WheelSlipFilter = Filter(WheelSlipLagFilterCoeff, fdmex->GetDeltaT());
+ Auxiliary = fdmex->GetAuxiliary();
+ Propagate = fdmex->GetPropagate();
+ FCS = fdmex->GetFCS();
+ MassBalance = fdmex->GetMassBalance();
+ GroundReactions = fdmex->GetGroundReactions();
GearUp = false;
GearDown = true;
Peak = staticFCoeff;
Curvature = 1.03;
+ // Initialize Lagrange multipliers
+ LMultiplier[ftRoll].value = 0.;
+ LMultiplier[ftSide].value = 0.;
+ LMultiplier[ftRoll].value = 0.;
+
Debug(0);
}
FGColumnVector3& FGLGear::GetBodyForces(void)
{
double t = fdmex->GetSimTime();
- dT = fdmex->GetDeltaT()*fdmex->GetGroundReactions()->GetRate();
+ dT = fdmex->GetDeltaT()*GroundReactions->GetRate();
vFn.InitMatrix();
if (isRetractable) ComputeRetractionState();
if (GearDown) {
- double verticalZProj = 0.;
-
vWhlBodyVec = MassBalance->StructuralToBody(vXYZn); // Get wheel in body frame
vLocalGear = Propagate->GetTb2l() * vWhlBodyVec; // Get local frame wheel location
gearLoc = Propagate->GetLocation().LocalToLocation(vLocalGear);
- // Compute the height of the theoretical location of the wheel (if strut is not compressed) with
- // respect to the ground level
+ // Compute the height of the theoretical location of the wheel (if strut is
+ // not compressed) with respect to the ground level
double height = fdmex->GetGroundCallback()->GetAGLevel(t, gearLoc, contact, normal, cvel);
vGroundNormal = Propagate->GetTec2b() * normal;
- // The height returned above is the AGL and is expressed in the Z direction of the local
- // coordinate frame. We now need to transform this height in actual compression of the strut (BOGEY)
- // of in the normal direction to the ground (STRUCTURE)
+ // The height returned above is the AGL and is expressed in the Z direction
+ // of the ECEF coordinate frame. We now need to transform this height in
+ // actual compression of the strut (BOGEY) of in the normal direction to the
+ // ground (STRUCTURE)
+ double normalZ = (Propagate->GetTec2l()*normal)(eZ);
+ double LGearProj = -(mTGear.Transposed() * vGroundNormal)(eZ);
+
switch (eContactType) {
case ctBOGEY:
- verticalZProj = (Propagate->GetTb2l()*mTGear*FGColumnVector3(0.,0.,1.))(eZ);
- compressLength = verticalZProj > 0.0 ? -height / verticalZProj : 0.0;
+ compressLength = LGearProj > 0.0 ? height * normalZ / LGearProj : 0.0;
break;
case ctSTRUCTURE:
- verticalZProj = -(Propagate->GetTec2l()*normal)(eZ);
- compressLength = fabs(verticalZProj) > 0.0 ? -height / verticalZProj : 0.0;
+ compressLength = height * normalZ / DotProduct(normal, normal);
break;
}
WOW = true;
- // [The next equation should really use the vector to the contact patch of
- // the tire including the strut compression and not the original vWhlBodyVec.]
+ // The following equations use the vector to the tire contact patch
+ // including the strut compression.
+ FGColumnVector3 vWhlDisplVec;
+
+ switch(eContactType) {
+ case ctBOGEY:
+ vWhlDisplVec = mTGear * FGColumnVector3(0., 0., -compressLength);
+ break;
+ case ctSTRUCTURE:
+ vWhlDisplVec = compressLength * vGroundNormal;
+ break;
+ }
- FGColumnVector3 vWhlDisplVec = mTGear * FGColumnVector3(0., 0., compressLength);
- FGColumnVector3 vWhlContactVec = vWhlBodyVec - vWhlDisplVec;
- vActingXYZn = vXYZn - Tb2s * vWhlDisplVec;
- FGColumnVector3 vBodyWhlVel = Propagate->GetPQR() * vWhlContactVec;
+ FGColumnVector3 vWhlContactVec = vWhlBodyVec + vWhlDisplVec;
+ vActingXYZn = vXYZn + Tb2s * vWhlDisplVec;
+ FGColumnVector3 vBodyWhlVel = Propagate->GetPQR() * vWhlContactVec;
vBodyWhlVel += Propagate->GetUVW() - Propagate->GetTec2b() * cvel;
vWhlVelVec = mTGear.Transposed() * vBodyWhlVel;
vLocalWhlVel = Transform().Transposed() * vBodyWhlVel;
- switch (eContactType) {
- case ctBOGEY:
- // Compression speed along the strut
- compressSpeed = -vWhlVelVec(eZ);
- case ctSTRUCTURE:
- // Compression speed along the ground normal
- compressSpeed = -vLocalWhlVel(eX);
- }
+ compressSpeed = -vLocalWhlVel(eX);
+ if (eContactType == ctBOGEY)
+ compressSpeed /= LGearProj;
ComputeVerticalStrutForce();
- // Compute the forces in the wheel ground plane.
+ // Compute the friction coefficients in the wheel ground plane.
if (eContactType == ctBOGEY) {
ComputeSlipAngle();
ComputeBrakeForceCoefficient();
ComputeSideForceCoefficient();
- double sign = vLocalWhlVel(eY)>0?1.0:(vLocalWhlVel(eY)<0?-1.0:0.0);
- vFn(eY) = - ((1.0 - TirePressureNorm) * 30 + vFn(eX) * BrakeFCoeff) * sign;
- vFn(eZ) = vFn(eX) * FCoeff;
- }
- else if (eContactType == ctSTRUCTURE) {
- FGColumnVector3 vSlipVec = vLocalWhlVel;
- vSlipVec(eX) = 0.;
- vSlipVec.Normalize();
- vFn -= staticFCoeff * vFn(eX) * vSlipVec;
}
- // Lag and attenuate the XY-plane forces dependent on velocity. This code
- // uses a lag filter, C/(s + C) where "C" is the filter coefficient. When
- // "C" is chosen at the frame rate (in Hz), the jittering is significantly
- // reduced. This is because the jitter is present *at* the execution rate.
- // If a coefficient is set to something equal to or less than zero, the
- // filter is bypassed.
-
- if (LongForceLagFilterCoeff > 0) vFn(eY) = LongForceFilter.execute(vFn(eY));
- if (LatForceLagFilterCoeff > 0) vFn(eZ) = LatForceFilter.execute(vFn(eZ));
-
- if ((fabs(vLocalWhlVel(eY)) <= RFRV) && RFRV > 0) vFn(eY) *= fabs(vLocalWhlVel(eY))/RFRV;
- if ((fabs(vLocalWhlVel(eZ)) <= SFRV) && SFRV > 0) vFn(eZ) *= fabs(vLocalWhlVel(eZ))/SFRV;
-
- // End section for attenuating gear jitter
+ // Prepare the Jacobians and the Lagrange multipliers for later friction
+ // forces calculations.
+ ComputeJacobian(vWhlContactVec);
} else { // Gear is NOT compressed
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+// Calculate tire slip angle.
void FGLGear::ComputeSlipAngle(void)
{
- // Calculate tire slip angle.
- WheelSlip = -atan2(vLocalWhlVel(eZ), fabs(vLocalWhlVel(eY)))*radtodeg;
-
- // Filter the wheel slip angle
- if (WheelSlipLagFilterCoeff > 0) WheelSlip = WheelSlipFilter.execute(WheelSlip);
+// Check that the speed is non-null otherwise use the current angle
+ if (vLocalWhlVel.Magnitude(eY,eZ) > 1E-3)
+ WheelSlip = -atan2(vLocalWhlVel(eZ), fabs(vLocalWhlVel(eY)))*radtodeg;
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
SteerAngle = degtorad * FCS->GetSteerPosDeg(GearNumber);
else {
// Check that the speed is non-null otherwise use the current angle
- if (vWhlVelVec.Magnitude(eX,eY) > 1E-3)
+ if (vWhlVelVec.Magnitude(eX,eY) > 0.1)
SteerAngle = atan2(vWhlVelVec(eY), fabs(vWhlVelVec(eX)));
}
break;
void FGLGear::ReportTakeoffOrLanding(void)
{
- double deltaT = fdmex->GetDeltaT()*fdmex->GetGroundReactions()->GetRate();
-
if (FirstContact)
- LandingDistanceTraveled += Auxiliary->GetVground()*deltaT;
+ LandingDistanceTraveled += Auxiliary->GetVground()*dT;
if (StartedGroundRun) {
- TakeoffDistanceTraveled50ft += Auxiliary->GetVground()*deltaT;
- if (WOW) TakeoffDistanceTraveled += Auxiliary->GetVground()*deltaT;
+ TakeoffDistanceTraveled50ft += Auxiliary->GetVground()*dT;
+ if (WOW) TakeoffDistanceTraveled += Auxiliary->GetVground()*dT;
}
if ( ReportEnable
&& Auxiliary->GetVground() <= 0.05
&& !LandingReported
- && fdmex->GetGroundReactions()->GetWOW())
+ && GroundReactions->GetWOW())
{
if (debug_lvl > 0) Report(erLand);
}
if ( ReportEnable
&& !TakeoffReported
&& (Propagate->GetDistanceAGL() - vLocalGear(eZ)) > 50.0
- && !fdmex->GetGroundReactions()->GetWOW())
+ && !GroundReactions->GetWOW())
{
if (debug_lvl > 0) Report(erTakeoff);
}
return GearPos;
}
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+// Compute the jacobian entries for the friction forces resolution later
+// in FGPropagate
+
+void FGLGear::ComputeJacobian(const FGColumnVector3& vWhlContactVec)
+{
+ // When the point of contact is moving, dynamic friction is used
+ // This type of friction is limited to ctSTRUCTURE elements because their
+ // friction coefficient is the same in every directions
+ if ((eContactType == ctSTRUCTURE) && (vLocalWhlVel.Magnitude(eY,eZ) > 1E-3)) {
+ FGColumnVector3 velocityDirection = vLocalWhlVel;
+
+ StaticFriction = false;
+
+ velocityDirection(eX) = 0.;
+ velocityDirection.Normalize();
+
+ LMultiplier[ftDynamic].ForceJacobian = Transform()*velocityDirection;
+ LMultiplier[ftDynamic].MomentJacobian = vWhlContactVec * LMultiplier[ftDynamic].ForceJacobian;
+ LMultiplier[ftDynamic].Max = 0.;
+ LMultiplier[ftDynamic].Min = -fabs(dynamicFCoeff * vFn(eX));
+ LMultiplier[ftDynamic].value = Constrain(LMultiplier[ftDynamic].Min, LMultiplier[ftDynamic].value, LMultiplier[ftDynamic].Max);
+ }
+ else {
+ // Static friction is used for ctSTRUCTURE when the contact point is not moving.
+ // It is always used for ctBOGEY elements because the friction coefficients
+ // of a tyre depend on the direction of the movement (roll & side directions).
+ // This cannot be handled properly by the so-called "dynamic friction".
+ StaticFriction = true;
+
+ LMultiplier[ftRoll].ForceJacobian = Transform()*FGColumnVector3(0.,1.,0.);
+ LMultiplier[ftSide].ForceJacobian = Transform()*FGColumnVector3(0.,0.,1.);
+ LMultiplier[ftRoll].MomentJacobian = vWhlContactVec * LMultiplier[ftRoll].ForceJacobian;
+ LMultiplier[ftSide].MomentJacobian = vWhlContactVec * LMultiplier[ftSide].ForceJacobian;
+
+ switch(eContactType) {
+ case ctBOGEY:
+ LMultiplier[ftRoll].Max = fabs(BrakeFCoeff * vFn(eX));
+ LMultiplier[ftSide].Max = fabs(FCoeff * vFn(eX));
+ break;
+ case ctSTRUCTURE:
+ LMultiplier[ftRoll].Max = fabs(staticFCoeff * vFn(eX));
+ LMultiplier[ftSide].Max = fabs(staticFCoeff * vFn(eX));
+ break;
+ }
+
+ LMultiplier[ftRoll].Min = -LMultiplier[ftRoll].Max;
+ LMultiplier[ftSide].Min = -LMultiplier[ftSide].Max;
+ LMultiplier[ftRoll].value = Constrain(LMultiplier[ftRoll].Min, LMultiplier[ftRoll].value, LMultiplier[ftRoll].Max);
+ LMultiplier[ftSide].value = Constrain(LMultiplier[ftSide].Min, LMultiplier[ftSide].value, LMultiplier[ftSide].Max);
+ }
+}
+
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+// This function is used by the MultiplierIterator class to enumerate the
+// Lagrange multipliers of a landing gear. This allows to encapsulate the storage
+// of the multipliers in FGLGear without exposing it. From an outside point of
+// view, each FGLGear instance has a number of Lagrange multipliers which can be
+// accessed through this routine without knowing the exact constraint which they
+// model.
+
+FGPropagate::LagrangeMultiplier* FGLGear::GetMultiplierEntry(int entry)
+{
+ switch(entry) {
+ case 0:
+ if (StaticFriction)
+ return &LMultiplier[ftRoll];
+ else
+ return &LMultiplier[ftDynamic];
+ case 1:
+ if (StaticFriction)
+ return &LMultiplier[ftSide];
+ default:
+ return NULL;
+ }
+}
+
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+// This routine is called after the Lagrange multiplier has been computed. The
+// friction forces of the landing gear are then updated accordingly.
+FGColumnVector3& FGLGear::UpdateForces(void)
+{
+ if (StaticFriction) {
+ vFn(eY) = LMultiplier[ftRoll].value;
+ vFn(eZ) = LMultiplier[ftSide].value;
+ }
+ else
+ vFn += LMultiplier[ftDynamic].value * (Transform ().Transposed() * LMultiplier[ftDynamic].ForceJacobian);
+
+ // Return the updated force in the body frame
+ return FGForce::GetBodyForces();
+}
+
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
void FGLGear::bind(void)
<< " ft, " << TakeoffDistanceTraveled*0.3048 << " meters" << endl;
cout << " Distance traveled (over 50'): " << TakeoffDistanceTraveled50ft
<< " ft, " << TakeoffDistanceTraveled50ft*0.3048 << " meters" << endl;
- cout << " [Altitude (ASL): " << fdmex->GetPropagate()->GetAltitudeASL() << " ft. / "
- << fdmex->GetPropagate()->GetAltitudeASLmeters() << " m | Temperature: "
+ cout << " [Altitude (ASL): " << Propagate->GetAltitudeASL() << " ft. / "
+ << Propagate->GetAltitudeASLmeters() << " m | Temperature: "
<< fdmex->GetAtmosphere()->GetTemperature() - 459.67 << " F / "
<< RankineToCelsius(fdmex->GetAtmosphere()->GetTemperature()) << " C]" << endl;
- cout << " [Velocity (KCAS): " << fdmex->GetAuxiliary()->GetVcalibratedKTS() << "]" << endl;
+ cout << " [Velocity (KCAS): " << Auxiliary->GetVcalibratedKTS() << "]" << endl;
TakeoffReported = true;
break;
case erNone:
cout << " Grouping: " << sBrakeGroup << endl;
cout << " Max Steer Angle: " << maxSteerAngle << endl;
cout << " Retractable: " << isRetractable << endl;
- cout << " Relaxation Velocities:" << endl;
- cout << " Rolling: " << RFRV << endl;
- cout << " Side: " << SFRV << endl;
}
}
}
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
#include "models/propulsion/FGForce.h"
+#include "models/FGPropagate.h"
#include "math/FGColumnVector3.h"
#include <string>
DEFINITIONS
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
-#define ID_LGEAR "$Id: FGLGear.h,v 1.38 2010/03/23 22:44:36 andgi Exp $"
+#define ID_LGEAR "$Id: FGLGear.h,v 1.40 2010/07/30 11:50:01 jberndt Exp $"
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
FORWARD DECLARATIONS
<retractable>{0 | 1}</retractable>
<table type="{CORNERING_COEFF}">
</table>
- <relaxation_velocity>
- <rolling unit="{FT/SEC | KTS | M/S}"> {number} </rolling>
- <side unit="{FT/SEC | KTS | M/S}"> {number} </side>
- </relaxation_velocity>
- <force_lag_filter>
- <rolling> {number} </rolling>
- <side> {number} </side>
- </force_lag_filter>
- <wheel_slip_filter> {number} </wheel_slip_filter>
</contact>
@endcode
@author Jon S. Berndt
- @version $Id: FGLGear.h,v 1.38 2010/03/23 22:44:36 andgi Exp $
+ @version $Id: FGLGear.h,v 1.40 2010/07/30 11:50:01 jberndt Exp $
@see Richard E. McFarland, "A Standard Kinematic Model for Flight Simulation at
NASA-Ames", NASA CR-2497, January 1975
@see Barnes W. McCormick, "Aerodynamics, Aeronautics, and Flight Mechanics",
enum ReportType {erNone=0, erTakeoff, erLand};
/// Damping types
enum DampType {dtLinear=0, dtSquare};
+ /// Friction types
+ enum FrictionType {ftRoll=0, ftSide, ftDynamic};
/** Constructor
@param el a pointer to the XML element that contains the CONTACT info.
@param Executive a pointer to the parent executive object
bool IsBogey(void) const { return (eContactType == ctBOGEY);}
double GetGearUnitPos(void);
double GetSteerAngleDeg(void) const { return radtodeg*SteerAngle; }
+ FGPropagate::LagrangeMultiplier* GetMultiplierEntry(int entry);
+ void SetLagrangeMultiplier(double lambda, int entry);
+ FGColumnVector3& UpdateForces(void);
void bind(void);
bool GearUp, GearDown;
bool Servicable;
bool Castered;
+ bool StaticFriction;
std::string name;
std::string sSteerType;
std::string sBrakeGroup;
DampType eDampType;
DampType eDampTypeRebound;
double maxSteerAngle;
- double RFRV; // Rolling force relaxation velocity
- double SFRV; // Side force relaxation velocity
- double LongForceLagFilterCoeff; // Longitudinal Force Lag Filter Coefficient
- double LatForceLagFilterCoeff; // Lateral Force Lag Filter Coefficient
- double WheelSlipLagFilterCoeff; // Wheel slip angle lag filter coefficient
-
- Filter LongForceFilter;
- Filter LatForceFilter;
- Filter WheelSlipFilter;
-
- FGState* State;
- FGAircraft* Aircraft;
- FGPropagate* Propagate;
- FGAuxiliary* Auxiliary;
- FGFCS* FCS;
- FGMassBalance* MassBalance;
+
+ FGPropagate::LagrangeMultiplier LMultiplier[3];
+
+ FGAuxiliary* Auxiliary;
+ FGPropagate* Propagate;
+ FGFCS* FCS;
+ FGMassBalance* MassBalance;
+ FGGroundReactions* GroundReactions;
void ComputeRetractionState(void);
void ComputeBrakeForceCoefficient(void);
void ComputeSideForceCoefficient(void);
void ComputeVerticalStrutForce(void);
void ComputeGroundCoordSys(void);
+ void ComputeJacobian(const FGColumnVector3& vWhlContactVec);
void CrashDetect(void);
void InitializeReporting(void);
void ResetReporting(void);
Wiley & Sons, 1979 ISBN 0-471-03032-5
[5] Bernard Etkin, "Dynamics of Flight, Stability and Control", Wiley & Sons,
1982 ISBN 0-471-08936-2
+[6] Erin Catto, "Iterative Dynamics with Temporal Coherence", February 22, 2005
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
INCLUDES
namespace JSBSim {
-static const char *IdSrc = "$Id: FGPropagate.cpp,v 1.55 2010/07/09 04:11:45 jberndt Exp $";
+static const char *IdSrc = "$Id: FGPropagate.cpp,v 1.59 2010/07/30 11:50:01 jberndt Exp $";
static const char *IdHdr = ID_PROPAGATE;
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
// Make an initial run and set past values
CalculatePQRdot(); // Angular rate derivative
CalculateUVWdot(); // Translational rate derivative
+ ResolveFrictionForces(0.); // Update rate derivatives with friction forces
CalculateQuatdot(); // Angular orientation derivative
CalculateInertialVelocity(); // Translational position derivative
// Calculate state derivatives
CalculatePQRdot(); // Angular rate derivative
CalculateUVWdot(); // Translational rate derivative
+ ResolveFrictionForces(dt); // Update rate derivatives with friction forces
CalculateQuatdot(); // Angular orientation derivative
CalculateInertialVelocity(); // Translational position derivative
VState.vLocation = Ti2ec*VState.vInertialPosition;
RecomputeLocalTerrainRadius();
- // Calculate current aircraft radius from center of planet
- VehicleRadius = VState.vInertialPosition.Magnitude();
+ VehicleRadius = GetRadius(); // Calculate current aircraft radius from center of planet
radInv = 1.0/VehicleRadius;
VState.vPQR = VState.vPQRi - Ti2b * vOmegaEarth;
vUVWdot = vForces/mass - (VState.vPQR + 2.0*(Ti2b *vOmegaEarth)) * VState.vUVW;
// Include Centripetal acceleration.
- if (!GroundReactions->GetWOW() && Aircraft->GetHoldDown() == 0) {
- vUVWdot -= Ti2b * (vOmegaEarth*(vOmegaEarth*VState.vInertialPosition));
- }
+ vUVWdot -= Ti2b * (vOmegaEarth*(vOmegaEarth*VState.vInertialPosition));
// Include Gravitation accel
switch (gravType) {
break;
case eAdamsBashforth4: Integrand += (1/24.0)*dt*(55.0*ValDot[0] - 59.0*ValDot[1] + 37.0*ValDot[2] - 9.0*ValDot[3]);
break;
- case eNone: // do nothing, freeze translational rate
+ case eNone: // do nothing, freeze rotational rate
break;
}
}
+//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
+// Resolves the contact forces just before integrating the EOM.
+// This routine is using Lagrange multipliers and the projected Gauss-Seidel
+// (PGS) method.
+// Reference: See Erin Catto, "Iterative Dynamics with Temporal Coherence",
+// February 22, 2005
+// In JSBSim there is only one rigid body (the aircraft) and there can be
+// multiple points of contact between the aircraft and the ground. As a
+// consequence our matrix J*M^-1*J^T is not sparse and the algorithm described
+// in Catto's paper has been adapted accordingly.
+
+void FGPropagate::ResolveFrictionForces(double dt)
+{
+ const double invMass = 1.0 / MassBalance->GetMass();
+ const FGMatrix33& Jinv = MassBalance->GetJinv();
+ vector <FGColumnVector3> JacF, JacM;
+ FGColumnVector3 vdot, wdot;
+ FGColumnVector3 Fc, Mc;
+ int n = 0, i;
+
+ // Compiles data from the ground reactions to build up the jacobian matrix
+ for (MultiplierIterator it=MultiplierIterator(GroundReactions); *it; ++it, n++) {
+ JacF.push_back((*it)->ForceJacobian);
+ JacM.push_back((*it)->MomentJacobian);
+ }
+
+ // If no gears are in contact with the ground then return
+ if (!n) return;
+
+ double *a = new double[n*n]; // Will contain J*M^-1*J^T
+ double *eta = new double[n];
+ double *lambda = new double[n];
+ double *lambdaMin = new double[n];
+ double *lambdaMax = new double[n];
+
+ // Initializes the Lagrange multipliers
+ i = 0;
+ for (MultiplierIterator it=MultiplierIterator(GroundReactions); *it; ++it, i++) {
+ lambda[i] = (*it)->value;
+ lambdaMax[i] = (*it)->Max;
+ lambdaMin[i] = (*it)->Min;
+ }
+
+ vdot = vUVWdot;
+ wdot = vPQRdot;
+
+ if (dt > 0.) {
+ // First compute the ground velocity below the aircraft center of gravity
+ FGLocation contact;
+ FGColumnVector3 normal, cvel;
+ double t = FDMExec->GetSimTime();
+ double height = FDMExec->GetGroundCallback()->GetAGLevel(t, VState.vLocation, contact, normal, cvel);
+
+ // Instruct the algorithm to zero out the relative movement between the
+ // aircraft and the ground.
+ vdot += (VState.vUVW - Tec2b * cvel) / dt;
+ wdot += VState.vPQR / dt;
+ }
+
+ // Assemble the linear system of equations
+ for (i=0; i < n; i++) {
+ for (int j=0; j < i; j++)
+ a[i*n+j] = a[j*n+i]; // Takes advantage of the symmetry of J^T*M^-1*J
+ for (int j=i; j < n; j++)
+ a[i*n+j] = DotProduct(JacF[i],invMass*JacF[j])+DotProduct(JacM[i],Jinv*JacM[j]);
+ }
+
+ // Prepare the linear system for the Gauss-Seidel algorithm :
+ // divide every line of 'a' and eta by a[i,i]. This is in order to save
+ // a division computation at each iteration of Gauss-Seidel.
+ for (i=0; i < n; i++) {
+ double d = 1.0 / a[i*n+i];
+
+ eta[i] = -(DotProduct(JacF[i],vdot)+DotProduct(JacM[i],wdot))*d;
+ for (int j=0; j < n; j++)
+ a[i*n+j] *= d;
+ }
+
+ // Resolve the Lagrange multipliers with the projected Gauss-Seidel method
+ for (int iter=0; iter < 50; iter++) {
+ double norm = 0.;
+
+ for (i=0; i < n; i++) {
+ double lambda0 = lambda[i];
+ double dlambda = eta[i];
+
+ for (int j=0; j < n; j++)
+ dlambda -= a[i*n+j]*lambda[j];
+
+ lambda[i] = Constrain(lambdaMin[i], lambda0+dlambda, lambdaMax[i]);
+ dlambda = lambda[i] - lambda0;
+
+ norm += fabs(dlambda);
+ }
+
+ if (norm < 1E-5) break;
+ }
+
+ // Calculate the total friction forces and moments
+
+ Fc.InitMatrix();
+ Mc.InitMatrix();
+
+ for (i=0; i< n; i++) {
+ Fc += lambda[i]*JacF[i];
+ Mc += lambda[i]*JacM[i];
+ }
+
+ vUVWdot += invMass * Fc;
+ vPQRdot += Jinv * Mc;
+
+ // Save the value of the Lagrange multipliers to accelerate the convergence
+ // of the Gauss-Seidel algorithm at next iteration.
+ i = 0;
+ for (MultiplierIterator it=MultiplierIterator(GroundReactions); *it; ++it)
+ (*it)->value = lambda[i++];
+
+ GroundReactions->UpdateForcesAndMoments();
+
+ delete a, eta, lambda, lambdaMin, lambdaMax;
+}
+
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
void FGPropagate::SetInertialOrientation(FGQuaternion Qi) {
double t = FDMExec->GetSimTime();
// Get the LocalTerrain radius.
-// FDMExec->GetGroundCallback()->GetAGLevel(t, VState.vLocation, contactloc, dv, dv);
-// LocalTerrainRadius = contactloc.GetRadius();
- LocalTerrainRadius = FDMExec->GetGroundCallback()->GetTerrainGeoCentRadius();
+ FDMExec->GetGroundCallback()->GetAGLevel(t, VState.vLocation, contactloc, dv, dv);
+ LocalTerrainRadius = contactloc.GetRadius();
}
//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
DEFINITIONS
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/
-#define ID_PROPAGATE "$Id: FGPropagate.h,v 1.41 2010/07/09 04:11:45 jberndt Exp $"
+#define ID_PROPAGATE "$Id: FGPropagate.h,v 1.43 2010/07/25 15:35:11 jberndt Exp $"
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
FORWARD DECLARATIONS
@endcode
@author Jon S. Berndt, Mathias Froehlich
- @version $Id: FGPropagate.h,v 1.41 2010/07/09 04:11:45 jberndt Exp $
+ @version $Id: FGPropagate.h,v 1.43 2010/07/25 15:35:11 jberndt Exp $
*/
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
@return false if no error */
bool Run(void);
- void CalculatePQRdot(void);
- void CalculateQuatdot(void);
- void CalculateInertialVelocity(void);
- void CalculateUVWdot(void);
const FGQuaternion& GetQuaterniondot(void) const {return vQtrndot;}
/** Retrieves the velocity vector.
VState.vLocation -= vDeltaXYZEC;
}
+ struct LagrangeMultiplier {
+ FGColumnVector3 ForceJacobian;
+ FGColumnVector3 MomentJacobian;
+ double Min;
+ double Max;
+ double value;
+ };
+
private:
// state vector
eIntegrateType integrator_translational_position;
int gravType;
+ void CalculatePQRdot(void);
+ void CalculateQuatdot(void);
+ void CalculateInertialVelocity(void);
+ void CalculateUVWdot(void);
+
void Integrate( FGColumnVector3& Integrand,
FGColumnVector3& Val,
deque <FGColumnVector3>& ValDot,
double dt,
eIntegrateType integration_type);
+ void ResolveFrictionForces(double dt);
+
void bind(void);
void Debug(int from);
};