📄 fgengine.h
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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Header: FGEngine.h Author: Jon S. Berndt Date started: 01/21/99 ------------- Copyright (C) 1999 Jon S. Berndt (jsb@hal-pc.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 Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. Further information about the GNU Lesser General Public License can also be found on the world wide web at http://www.gnu.org.FUNCTIONAL DESCRIPTION--------------------------------------------------------------------------------Based on Flightgear code, which is based on LaRCSim. This class simulatesa generic engine.HISTORY--------------------------------------------------------------------------------01/21/99 JSB Created%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%SENTRY%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/#ifndef FGENGINE_H#define FGENGINE_H/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%INCLUDES%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/#include <FGJSBBase.h>#include "FGThruster.h"#include <input_output/FGPropertyManager.h>#include <input_output/FGXMLFileRead.h>#include <vector>#include <string>/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%DEFINITIONS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/#define ID_ENGINE "$Id$"using std::string;using std::vector;/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%FORWARD DECLARATIONS%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/namespace JSBSim {class FGFDMExec;class FGState;class FGAtmosphere;class FGFCS;class FGAircraft;class FGPropagate;class FGPropulsion;class FGAuxiliary;class FGThruster;class Element;/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%CLASS DOCUMENTATION%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*//** Base class for all engines. This base class contains methods and members common to all engines, such as logic to drain fuel from the appropriate tank, etc. <br> <h3>Configuration File Format:</h3>@code <engine file="{string}"> <location unit="{IN | M}"> <x> {number} </x> <y> {number} </y> <z> {number} </z> </location> <!-- optional orientation definition --> <orient unit="{RAD | DEG}"> <roll> {number} </roll> <pitch> {number} </pitch> <yaw> {number} </yaw> </orient> <feed> {integer} </feed> ... optional more feed tank index numbers ... <thruster file="{string}"> <location unit="{IN | M}"> <x> {number} </x> <y> {number} </y> <z> {number} </z> </location> <orient unit="{RAD | DEG}"> <roll> {number} </roll> <pitch> {number} </pitch> <yaw> {number} </yaw> </orient> </thruster> </engine>@endcode<pre> NOTES: Engines feed from all tanks equally. Not all thruster types can be matched with a given engine type. See the class documentation for engine and thruster classes.</pre> @author Jon S. Berndt @version $Id$*//*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%CLASS DECLARATION%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/class FGEngine : public FGJSBBase, public FGXMLFileRead{public: FGEngine(FGFDMExec* exec, Element* el, int engine_number); virtual ~FGEngine(); enum EngineType {etUnknown, etRocket, etPiston, etTurbine, etTurboprop, etElectric}; EngineType GetType(void) { return Type; } virtual string GetName(void) { return Name; } // Engine controls virtual double GetThrottleMin(void) { return MinThrottle; } virtual double GetThrottleMax(void) { return MaxThrottle; } virtual double GetThrottle(void) { return Throttle; } virtual double GetMixture(void) { return Mixture; } virtual bool GetStarter(void) { return Starter; } virtual double getFuelFlow_gph () const {return FuelFlow_gph;} virtual double getFuelFlow_pph () const {return FuelFlow_pph;} virtual double GetFuelFlowRate(void) const {return FuelFlowRate;} virtual double GetThrust(void) const { return Thrust; } virtual bool GetStarved(void) { return Starved; } virtual bool GetRunning(void) const { return Running; } virtual bool GetCranking(void) { return Cranking; } virtual void SetStarved(bool tt) { Starved = tt; } virtual void SetStarved(void) { Starved = true; } virtual void SetRunning(bool bb) { Running=bb; } virtual void SetName(string name) { Name = name; } virtual void AddFeedTank(int tkID); virtual void SetFuelFreeze(bool f) { FuelFreeze = f; } virtual void SetStarter(bool s) { Starter = s; } virtual int InitRunning(void){ return 1; } /** Resets the Engine parameters to the initial conditions */ void ResetToIC(void); /** Calculates the thrust of the engine, and other engine functions. @return Thrust in pounds */ virtual double Calculate(void) {return 0.0;} /// Sets engine placement information virtual void SetPlacement(FGColumnVector3& location, FGColumnVector3& orientation); virtual double GetPowerAvailable(void) {return 0.0;}; virtual bool GetTrimMode(void) {return TrimMode;} virtual void SetTrimMode(bool state) {TrimMode = state;} virtual FGColumnVector3& GetBodyForces(void); virtual FGColumnVector3& GetMoments(void); bool LoadThruster(Element *el); FGThruster* GetThruster(void) {return Thruster;} virtual string GetEngineLabels(string delimeter) = 0; virtual string GetEngineValues(string delimeter) = 0;protected: /** Reduces the fuel in the active tanks by the amount required. This function should be called from within the derived class' Calculate() function before any other calculations are done. This base class method removes fuel from the fuel tanks as appropriate, and sets the starved flag if necessary. */ virtual void ConsumeFuel(void); /** The fuel need is calculated based on power levels and flow rate for that power level. It is also turned from a rate into an actual amount (pounds) by multiplying it by the delta T and the rate. @return Total fuel requirement for this engine in pounds. */ virtual double CalcFuelNeed(void); FGPropertyManager* PropertyManager; string Name; const int EngineNumber; EngineType Type; double X, Y, Z; double EnginePitch; double EngineYaw; double SLFuelFlowMax; double MaxThrottle; double MinThrottle; double Thrust; double Throttle; double Mixture; double FuelExpended; double FuelFlowRate; double PctPower; bool Starter; bool Starved; bool Running; bool Cranking; bool TrimMode; bool FuelFreeze; double FuelFlow_gph; double FuelFlow_pph; FGFDMExec* FDMExec; FGState* State; FGAtmosphere* Atmosphere; FGFCS* FCS; FGPropulsion* Propulsion; FGAircraft* Aircraft; FGPropagate* Propagate; FGAuxiliary* Auxiliary; FGThruster* Thruster; vector <int> SourceTanks; void Debug(int from);};}#include <FGState.h>#include <FGFDMExec.h>#include <models/FGAtmosphere.h>#include <models/FGFCS.h>#include <models/FGAircraft.h>#include <models/FGPropagate.h>#include <models/FGPropulsion.h>#include <models/FGAuxiliary.h>#include <models/propulsion/FGThruster.h>#include <input_output/FGXMLElement.h>//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%#endif
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