fggroundreactions.cpp
来自「6 DOF Missle Simulation」· C++ 代码 · 共 272 行
CPP
272 行
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% 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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