fggroundreactions.cpp

来自「6 DOF Missle Simulation」· C++ 代码 · 共 272 行

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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Module:       FGGroundReactions.cpp Author:       Jon S. Berndt Date started: 09/13/00 Purpose:      Encapsulates the ground reaction forces (gear and collision) ------------- Copyright (C) 2000  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--------------------------------------------------------------------------------HISTORY--------------------------------------------------------------------------------09/13/00   JSB   Created%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%INCLUDES%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/#include <sstream>#include <iomanip>#include "FGGroundReactions.h"#include <input_output/FGPropertyManager.h>namespace JSBSim {static const char *IdSrc = "$Id$";static const char *IdHdr = ID_GROUNDREACTIONS;/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%CLASS IMPLEMENTATION%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/FGGroundReactions::FGGroundReactions(FGFDMExec* fgex) : FGModel(fgex){  Name = "FGGroundReactions";  bind();  Debug(0);}//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%FGGroundReactions::~FGGroundReactions(void){  for (unsigned int i=0; i<lGear.size();i++) delete lGear[i];  lGear.clear();  Debug(1);}//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%bool FGGroundReactions::InitModel(void){  if (!FGModel::InitModel()) return false;  return true;}//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%bool FGGroundReactions::Run(void){  if (FGModel::Run()) return true;  if (FDMExec->Holding()) return false;  vForces.InitMatrix();  vMoments.InitMatrix();    // 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.    // Perhaps there is some commonality for things which only need to be    // calculated once.  if ( Propagate->GetDistanceAGL() < 300.0 ) { // Only execute gear code below 300 feet    for (unsigned int i=0; i<lGear.size(); i++) {      vForces  += lGear[i]->Force();      vMoments += lGear[i]->Moment();    }  }  return false;}//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%bool FGGroundReactions::GetWOW(void){  bool result = false;  for (unsigned int i=0; i<lGear.size(); i++) {    if (lGear[i]->IsBogey() && lGear[i]->GetWOW()) {      result = true;      break;    }  }  return result;}//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%bool FGGroundReactions::Load(Element* el){  int num=0;  Debug(2);  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    contact_element = el->FindNextElement("contact");  }  for (unsigned int i=0; i<lGear.size();i++) lGear[i]->bind();  return true;}//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%string FGGroundReactions::GetGroundReactionStrings(string delimeter){  std::ostringstream buf;  for (unsigned int i=0;i<lGear.size();i++) {    if (lGear[i]->IsBogey()) {      string name = lGear[i]->GetName();      buf << name << " WOW" << delimeter          << name << " stroke (ft)" << delimeter          << name << " stroke velocity (ft/sec)" << delimeter          << name << " compress force (lbs)" << delimeter          << name << " wheel side force (lbs)" << delimeter          << name << " wheel roll force (lbs)" << delimeter          << name << " body X force (lbs)" << delimeter          << name << " body Y force (lbs)" << delimeter          << name << " wheel velocity vec X (ft/sec)" << delimeter          << name << " wheel velocity vec Y (ft/sec)" << delimeter          << name << " wheel rolling velocity (ft/sec)" << delimeter          << name << " wheel side velocity (ft/sec)" << delimeter          << name << " wheel slip (deg)" << delimeter;    }  }  buf << " Total Gear Force_X (lbs)" << delimeter      << " Total Gear Force_Y (lbs)" << delimeter      << " Total Gear Force_Z (lbs)" << delimeter      << " Total Gear Moment_L (ft-lbs)" << delimeter      << " Total Gear Moment_M (ft-lbs)" << delimeter      << " Total Gear Moment_N (ft-lbs)";  return buf.str();}//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%string FGGroundReactions::GetGroundReactionValues(string delimeter){  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, ")          << setprecision(5) << gear->GetCompLen() << delimeter          << setprecision(6) << gear->GetCompVel() << delimeter          << setprecision(10) << gear->GetCompForce() << delimeter          << gear->GetWheelSideForce() << delimeter          << gear->GetWheelRollForce() << delimeter          << gear->GetBodyXForce() << delimeter          << gear->GetBodyYForce() << delimeter          << setprecision(6) << gear->GetWheelVel(eX) << delimeter          << gear->GetWheelVel(eY) << delimeter          << gear->GetWheelRollVel() << delimeter          << gear->GetWheelSideVel() << delimeter          << gear->GetWheelSlipAngle() << delimeter;    }  }  buf << vForces(eX) << delimeter      << vForces(eY) << delimeter      << vForces(eZ) << delimeter      << vMoments(eX) << delimeter      << vMoments(eY) << delimeter      << vMoments(eZ);  return buf.str();}//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%void FGGroundReactions::bind(void){  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);}//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%//    The bitmasked value choices are as follows://    unset: In this case (the default) JSBSim would only print//       out the normally expected messages, essentially echoing//       the config files as they are read. If the environment//       variable is not set, debug_lvl is set to 1 internally//    0: This requests JSBSim not to output any messages//       whatsoever.//    1: This value explicity requests the normal JSBSim//       startup messages//    2: This value asks for a message to be printed out when//       a class is instantiated//    4: When this value is set, a message is displayed when a//       FGModel object executes its Run() method//    8: When this value is set, various runtime state variables//       are printed out periodically//    16: When set various parameters are sanity checked and//       a message is printed out when they go out of boundsvoid FGGroundReactions::Debug(int from){  if (debug_lvl <= 0) return;  if (debug_lvl & 1) { // Standard console startup message output    if (from == 2) { // Loading      cout << endl << "  Ground Reactions: " << endl;    }  }  if (debug_lvl & 2 ) { // Instantiation/Destruction notification    if (from == 0) cout << "Instantiated: FGGroundReactions" << endl;    if (from == 1) cout << "Destroyed:    FGGroundReactions" << endl;  }  if (debug_lvl & 4 ) { // Run() method entry print for FGModel-derived objects  }  if (debug_lvl & 8 ) { // Runtime state variables  }  if (debug_lvl & 16) { // Sanity checking  }  if (debug_lvl & 64) {    if (from == 0) { // Constructor      cout << IdSrc << endl;      cout << IdHdr << endl;    }  }}}

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