fgsensor.cpp
来自「6 DOF Missle Simulation」· C++ 代码 · 共 301 行
CPP
301 行
/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% Module: FGSensor.cpp Author: Jon Berndt Date started: 9 July 2005 ------------- Copyright (C) 2005 ------------- 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--------------------------------------------------------------------------------%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%COMMENTS, REFERENCES, and NOTES%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%INCLUDES%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/#include "FGSensor.h"namespace JSBSim {static const char *IdSrc = "$Id$";static const char *IdHdr = ID_SENSOR;/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%CLASS IMPLEMENTATION%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%*/FGSensor::FGSensor(FGFCS* fcs, Element* element) : FGFCSComponent(fcs, element){ double denom; dt = fcs->GetDt(); // inputs are read from the base class constructor bits = quantized = divisions = 0; PreviousInput = PreviousOutput = 0.0; min = max = bias = noise_variance = lag = drift_rate = drift = span = 0.0; granularity = 0.0; noise_type = 0; fail_low = fail_high = fail_stuck = false; Element* quantization_element = element->FindElement("quantization"); if ( quantization_element) { if ( quantization_element->FindElement("bits") ) { bits = (int)quantization_element->FindElementValueAsNumber("bits"); } divisions = (1<<bits); if ( quantization_element->FindElement("min") ) { min = quantization_element->FindElementValueAsNumber("min"); } if ( quantization_element->FindElement("max") ) { max = quantization_element->FindElementValueAsNumber("max"); } quant_property = quantization_element->GetAttributeValue("name"); span = max - min; granularity = span/divisions; } if ( element->FindElement("bias") ) { bias = element->FindElementValueAsNumber("bias"); } if ( element->FindElement("drift_rate") ) { drift_rate = element->FindElementValueAsNumber("drift_rate"); } if ( element->FindElement("lag") ) { lag = element->FindElementValueAsNumber("lag"); denom = 2.00 + dt*lag; ca = dt*lag / denom; cb = (2.00 - dt*lag) / denom; } if ( element->FindElement("noise") ) { noise_variance = element->FindElementValueAsNumber("noise"); string variation = element->FindElement("noise")->GetAttributeValue("variation"); if (variation == "PERCENT") { NoiseType = ePercent; } else if (variation == "ABSOLUTE") { NoiseType = eAbsolute; } else { NoiseType = ePercent; cerr << "Unknown noise type in sensor: " << Name << endl; cerr << " defaulting to PERCENT." << endl; } } FGFCSComponent::bind(); bind(); Debug(0);}//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%FGSensor::~FGSensor(){ Debug(1);}//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%bool FGSensor::Run(void ){ Input = InputNodes[0]->getDoubleValue() * InputSigns[0]; Output = Input; // perfect sensor // Degrade signal as specified if (fail_stuck) { Output = PreviousOutput; return true; } if (lag != 0.0) Lag(); // models sensor lag if (noise_variance != 0.0) Noise(); // models noise if (drift_rate != 0.0) Drift(); // models drift over time if (bias != 0.0) Bias(); // models a finite bias if (fail_low) Output = -HUGE_VAL; if (fail_high) Output = HUGE_VAL; if (bits != 0) Quantize(); // models quantization degradation// if (delay != 0.0) Delay(); // models system signal transport latencies Clip(); // Is it right to clip a sensor? return true;}//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%void FGSensor::Noise(void){ double random_value = ((double)rand()/(double)RAND_MAX) - 0.5; switch( NoiseType ) { case ePercent: Output *= (1.0 + noise_variance*random_value); break; case eAbsolute: Output += noise_variance*random_value; break; }}//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%void FGSensor::Bias(void){ Output += bias;}//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%void FGSensor::Drift(void){ drift += drift_rate*dt; Output += drift;}//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%void FGSensor::Quantize(void){ if (Output < min) Output = min; if (Output > max) Output = max; double portion = Output - min; quantized = (int)(portion/granularity); Output = quantized*granularity + min;}//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%void FGSensor::Lag(void){ // "Output" on the right side of the "=" is the current frame input Output = ca * (Output + PreviousInput) + PreviousOutput * cb; PreviousOutput = Output; PreviousInput = Input;}//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%void FGSensor::bind(void){ string tmp = "fcs/" + PropertyManager->mkPropertyName(Name, true); const string tmp_low = tmp + "/malfunction/fail_low"; const string tmp_high = tmp + "/malfunction/fail_high"; const string tmp_stuck = tmp + "/malfunction/fail_stuck"; PropertyManager->Tie( tmp_low, this, &FGSensor::GetFailLow, &FGSensor::SetFailLow); PropertyManager->Tie( tmp_high, this, &FGSensor::GetFailHigh, &FGSensor::SetFailHigh); PropertyManager->Tie( tmp_stuck, this, &FGSensor::GetFailStuck, &FGSensor::SetFailStuck); if (!quant_property.empty()) { if (quant_property.find("/") == string::npos) { // not found string qprop = "fcs/" + PropertyManager->mkPropertyName(quant_property, true); PropertyManager->Tie(qprop, this, &FGSensor::GetQuantized); } }}//%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%// 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 FGSensor::Debug(int from){ if (debug_lvl <= 0) return; if (debug_lvl & 1) { // Standard console startup message output if (from == 0) { // Constructor if (InputSigns[0] < 0) cout << " INPUT: -" << InputNodes[0]->getName() << endl; else cout << " INPUT: " << InputNodes[0]->getName() << endl; if (IsOutput) cout << " OUTPUT: " << OutputNode->getName() << endl; if (bits != 0) { if (quant_property.empty()) cout << " Quantized output" << endl; else cout << " Quantized output (property: " << quant_property << ")" << endl; cout << " Bits: " << bits << endl; cout << " Min value: " << min << endl; cout << " Max value: " << max << endl; cout << " (span: " << span << ", granularity: " << granularity << ")" << endl; } if (bias != 0.0) cout << " Bias: " << bias << endl; if (drift_rate != 0) cout << " Sensor drift rate: " << drift_rate << endl; if (lag != 0) cout << " Sensor lag: " << lag << endl; if (noise_variance != 0) { if (NoiseType == eAbsolute) { cout << " Noise variance (absolute): " << noise_variance << endl; } else if (NoiseType == ePercent) { cout << " Noise variance (percent): " << noise_variance << endl; } else { cout << " Noise variance type is invalid" << endl; } } } } if (debug_lvl & 2 ) { // Instantiation/Destruction notification if (from == 0) cout << "Instantiated: FGSensor" << endl; if (from == 1) cout << "Destroyed: FGSensor" << 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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