fgexternalforce.cpp

来自「6 DOF Missle Simulation」· C++ 代码 · 共 239 行

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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Source:       FGExternalForce.cpp Author:       Jon Berndt, Dave Culp Date started: 9/21/07 ------------- Copyright (C) 2007  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. HISTORY--------------------------------------------------------------------------------9/21/07  JB   Created<external_reactions>    <!-- Interface properties, a.k.a. property declarations -->    <property> ... </property>          <force name="name" frame="BODY|LOCAL|WIND">            <function> ... </function>      <location unit="units"> <!-- location -->        <x> value </x>        <y> value </y>        <z> value </z>      </location>      <direction> <!-- optional for initial direction vector -->        <x> value </x>        <y> value </y>        <z> value </z>      </direction>    </force></external_reactions>*/#include "FGExternalForce.h"namespace JSBSim {static const char *IdSrc = "$Id$";static const char *IdHdr = ID_EXTERNALFORCE;//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%FGExternalForce::FGExternalForce(FGFDMExec *FDMExec, Element *el, int index): FGForce(FDMExec){  Element* location_element=0;  Element* direction_element=0;  Element* function_element=0;  string sFrame;  string BasePropertyName;  FGColumnVector3 location;  Magnitude_Function = 0;  magnitude = 0.0;  azimuth = 0.0;  PropertyManager = fdmex->GetPropertyManager();  Name = el->GetAttributeValue("name");  BasePropertyName = "external_reactions/" + Name;  // The value sent to the sim through the external_forces/{force name}/magnitude  // property will be multiplied against the unit vector, which can come in  // initially in the direction vector. The frame in which the vector is defined  // is specified with the frame attribute. The vector is normalized to magnitude 1.  function_element = el->FindElement("function");  if (function_element) {    Magnitude_Function = new FGFunction(PropertyManager, function_element);  } else {    PropertyManager->Tie( BasePropertyName + "/magnitude",(FGExternalForce*)this, &FGExternalForce::GetMagnitude, &FGExternalForce::SetMagnitude);    Magnitude_Node = PropertyManager->GetNode(BasePropertyName + "/magnitude");  }  // Set frame (from FGForce).  sFrame = el->GetAttributeValue("frame");  if (sFrame.empty()) {    cerr << "No frame specified for external force, \"" << Name << "\"." << endl;    cerr << "Frame set to Body" << endl;    ttype = tNone;  } else if (sFrame == "BODY") {    ttype = tNone;  } else if (sFrame == "LOCAL") {    ttype = tLocalBody;    PropertyManager->Tie( BasePropertyName + "/azimuth", (FGExternalForce*)this, &FGExternalForce::GetAzimuth, &FGExternalForce::SetAzimuth);  } else if (sFrame == "WIND") {    ttype = tWindBody;  } else {    cerr << "Invalid frame specified for external force, \"" << Name << "\"." << endl;    cerr << "Frame set to Body" << endl;    ttype = tNone;  }  PropertyManager->Tie( BasePropertyName + "/x", (FGExternalForce*)this, &FGExternalForce::GetX, &FGExternalForce::SetX);  PropertyManager->Tie( BasePropertyName + "/y", (FGExternalForce*)this, &FGExternalForce::GetY, &FGExternalForce::SetY);  PropertyManager->Tie( BasePropertyName + "/z", (FGExternalForce*)this, &FGExternalForce::GetZ, &FGExternalForce::SetZ);  location_element = el->FindElement("location");  if (!location_element) {    cerr << "No location element specified in force object." << endl;  } else {    location = location_element->FindElementTripletConvertTo("IN");    SetLocation(location);  }  direction_element = el->FindElement("direction");  if (!direction_element) {    cerr << "No direction element specified in force object. Default is (0,0,0)." << endl;  } else {    vDirection = direction_element->FindElementTripletConvertTo("IN");    vDirection.Normalize();  }  Debug(0);}//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%// Copy constructorFGExternalForce::FGExternalForce(const FGExternalForce& extForce) : FGForce(extForce){  magnitude = extForce.magnitude;  Frame = extForce.Frame;  vDirection = extForce.vDirection;  Name = extForce.Name;  BasePropertyName = extForce.BasePropertyName;  PropertyManager = extForce.PropertyManager;}  //%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%FGExternalForce::~FGExternalForce(){  unbind( PropertyManager->GetNode("external_reactions"));  Debug(1);}//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%void FGExternalForce::SetMagnitude(double mag){  magnitude = mag;  vFn = vDirection*mag;}//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%FGColumnVector3& FGExternalForce::GetBodyForces(void){  if (Magnitude_Function) {    double mag = Magnitude_Function->GetValue();    SetMagnitude(mag);  }    return FGForce::GetBodyForces();}//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%void FGExternalForce::unbind(FGPropertyManager *node){  int N = node->nChildren();  for (int i=0; i<N; i++) {    if (node->getChild(i)->nChildren() ) {      unbind( (FGPropertyManager*)node->getChild(i) );    } else if ( node->getChild(i)->isTied() ) {      node->getChild(i)->untie();    }  }}//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%//    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 FGExternalForce::Debug(int from){  if (debug_lvl <= 0) return;  if (debug_lvl & 1) { // Standard console startup message output    if (from == 0) { // Constructor      cout << "    " << Name << endl;      cout << "    Frame: " << Frame << endl;      cout << "    Location: (" << vXYZn(eX) << ", " << vXYZn(eY) << ", " << vXYZn(eZ) << ")" << endl;    }  }  if (debug_lvl & 2 ) { // Instantiation/Destruction notification    if (from == 0) cout << "Instantiated: FGExternalForce" << endl;    if (from == 1) cout << "Destroyed:    FGExternalForce" << 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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