fgsensor.cpp

来自「6 DOF Missle Simulation」· C++ 代码 · 共 301 行

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/*%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% 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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