Пример #1
0
//------------------------------------------------------------------------------
// reset() -- 
//------------------------------------------------------------------------------
void JSBSimModel::reset()
{
    BaseClass::reset();

    pitchTrimPos  = (LCreal)0.0;
    pitchTrimRate = (LCreal)0.1;
    pitchTrimSw   = (LCreal)0.0;
    rollTrimPos   = (LCreal)0.0;
    rollTrimRate  = (LCreal)0.1;
    rollTrimSw    = (LCreal)0.0;

    // Get our Player (must have one!)
    Simulation::Player* p = static_cast<Simulation::Player*>( findContainerByType(typeid(Simulation::Player)) );
    if (p == 0) return;

    // must have strings set
    if (rootDir == 0 || model == 0) return;

    // Must also have the JSBSim object
    if (fdmex == 0) {
        // must have a JSBSim property manager
        if (propMgr == 0) {
            propMgr = new JSBSim::FGPropertyManager();
        }
        fdmex = new JSBSim::FGFDMExec(propMgr);

        std::string RootDir(rootDir->getString());
        fdmex->SetAircraftPath(RootDir + "aircraft");
        fdmex->SetEnginePath(RootDir + "engine");
        fdmex->SetSystemsPath(RootDir + "systems"); // JSBSim-1.0 or after only

        fdmex->LoadModel(model->getString());
        JSBSim::FGPropertyManager* propMgr = fdmex->GetPropertyManager();
        if (propMgr != 0) {
            hasHeadingHold = propMgr->HasNode("ap/heading_hold") && propMgr->HasNode("ap/heading_setpoint");
            hasVelocityHold = propMgr->HasNode("ap/airspeed_hold") && propMgr->HasNode("ap/airspeed_setpoint");
            hasAltitudeHold = propMgr->HasNode("ap/altitude_hold") && propMgr->HasNode("ap/altitude_setpoint");
#if 0
            // CGB this isn't working for some reason. I set the values directly in "dynamics" for now.
            if (hasHeadingHold) {
                propMgr->Tie("ap/heading_hold", this, &JSBSimModel::isHeadingHoldOn);
                propMgr->Tie("ap/heading_setpoint", this, &JSBSimModel::getCommandedHeadingD);
            }
            if (hasVelocityHold) {
                propMgr->Tie("ap/airspeed_hold", this, &JSBSimModel::isVelocityHoldOn);
                propMgr->Tie("ap/airspeed_setpoint", this, &JSBSimModel::getCommandedVelocityKts);
            }
            if (hasAltitudeHold) {
                propMgr->Tie("ap/altitude_hold", this, &JSBSimModel::isAltitudeHoldOn);
                propMgr->Tie("ap/altitude_setpoint", this, &JSBSimModel::getCommandedAltitude * Basic::Distance::M2FT);
            }
#endif
        }
    }
    
#if 0
    // CGB TBD
    reset = 0;
    freeze = 0;
#endif
    JSBSim::FGInitialCondition* fgic = fdmex->GetIC();
    if (fgic == 0) return;

    fgic->SetAltitudeASLFtIC(Basic::Distance::M2FT * p->getAltitude());

#if 0
    fgic->SetTrueHeadingDegIC(Basic::Angle::R2DCC * p->getHeading());
    fgic->SetRollAngleDegIC(Basic::Angle::R2DCC * p->getRoll());
    fgic->SetPitchAngleDegIC(Basic::Angle::R2DCC * p->getPitch());
#else
    fgic->SetPsiDegIC(Basic::Angle::R2DCC * p->getHeading());
    fgic->SetPhiDegIC(Basic::Angle::R2DCC * p->getRoll());
    fgic->SetThetaDegIC(Basic::Angle::R2DCC * p->getPitch());
#endif
    fgic->SetVtrueKtsIC(Basic::Distance::M2NM * p->getTotalVelocity() * 3600.0f);
    fgic->SetLatitudeDegIC(p->getInitLatitude());
    fgic->SetLongitudeDegIC(p->getInitLongitude());

    JSBSim::FGPropulsion* Propulsion = fdmex->GetPropulsion();
    JSBSim::FGFCS* FCS = fdmex->GetFCS();
    if (Propulsion != 0 && FCS != 0) {
        Propulsion->SetMagnetos(3);
        for (unsigned int i=0; i < Propulsion->GetNumEngines(); i++) {
            FCS->SetMixtureCmd(i, 1.0);
            FCS->SetThrottleCmd(i, 1.0);
            FCS->SetPropAdvanceCmd(i, 1.0);
            FCS->SetMixturePos(i, 1.0);
            FCS->SetThrottlePos(i, 1.0);
            FCS->SetPropAdvance(i, 1.0);
            JSBSim::FGEngine* eng = Propulsion->GetEngine(i);
            eng->SetRunning(true);
            JSBSim::FGThruster* thruster = eng->GetThruster();
            thruster->SetRPM(1000.0);
        }
        Propulsion->SetFuelFreeze(p->isFuelFrozen());
        Propulsion->InitRunning(-1);     // -1 refers to "All Engines"
        Propulsion->GetSteadyState();
   }
   fdmex->RunIC();
}
Пример #2
0
//------------------------------------------------------------------------------
// updateRAC -- update Robot Aircraft
//------------------------------------------------------------------------------
void RacModel::updateRAC(const LCreal dt)
{
   // Get our Player (must have one!)
   Simulation::Player* pp = static_cast<Simulation::Player*>( findContainerByType(typeid(Simulation::Player)) );
   if (pp == nullptr) return;

   // Acceleration of Gravity (M/S)
   LCreal g = ETHG * Basic::Distance::FT2M;

   // Set default commanded values
   if (cmdAltitude < -9000.0)
       cmdAltitude = static_cast<LCreal>(pp->getAltitudeM());
   if (cmdHeading < -9000.0)
       cmdHeading = static_cast<LCreal>(pp->getHeadingD());
   if (cmdVelocity < -9000.0)
       cmdVelocity = pp->getTotalVelocityKts();

   // ---
   // Compute delta altitude; commanded vertical velocity and
   // commanded flight path angle
   // ---

   // Max altitude rate 6000 ft /min converted to M/S
   double maxAltRate = (3000.0 / 60.0) * Basic::Distance::FT2M;

   // commanded vertical velocity is delta altitude limited to max rate
   double cmdAltRate = (cmdAltitude - pp->getAltitudeM());
   if (cmdAltRate > maxAltRate) cmdAltRate = maxAltRate;
   else if (cmdAltRate < -maxAltRate) cmdAltRate = -maxAltRate;

   // Compute commanded flight path angle (gamma)
   double cmdPitch = 0;
   LCreal vt = pp->getTotalVelocity();
   if (vt > 0) {
      cmdPitch = std::asin( cmdAltRate/vt );
   }

   // ---
   // Compute Max G
   // ---
   LCreal gmax = gMax;                     // Max g,s
   if(pp->getTotalVelocity() < vpMaxG) {
      gmax = 1.0f + (gMax - 1.0f) * (pp->getTotalVelocity() - vpMin) / (vpMaxG - vpMin);
   }

   // ---
   // Computer max turn rate, max/min pitch rates
   // ---
   LCreal ra_max = gmax * g / pp->getTotalVelocity();    // Turn rate base on vp and g,s (rad/sec)
   LCreal qa_max = ra_max;                           // Max pull up pitch rate (rad/sec)
   LCreal qa_min = -qa_max;                          // Max pushover pitch rate (rad/sec)
   if(gmax > 2.0) {
      // Max yaw rate (rad/sec)
      qa_min = -( 2.0f * g / pp->getTotalVelocity());
   }

   // ---
   // Get old angular values
   // ---
   const osg::Vec3 oldRates = pp->getAngularVelocities();
   //LCreal pa1 = oldRates[Simulation::Player::IROLL];
   LCreal qa1 = oldRates[Simulation::Player::IPITCH];
   LCreal ra1 = oldRates[Simulation::Player::IYAW];

   // ---
   // Find pitch rate and update pitch
   // ---
   double qa = Basic::Angle::aepcdRad(cmdPitch - pp->getPitchR()) * 0.1;
   if(qa > qa_max) qa = qa_max;
   if(qa < qa_min) qa = qa_min;

   // Find turn rate
   double ra = Basic::Angle::aepcdRad((cmdHeading  * Basic::Angle::D2RCC) - pp->getHeadingR()) * 0.1;
   if(ra > ra_max) ra = ra_max;
   if(ra < -ra_max) ra = -ra_max;

   // Damage
   double dd = pp->getDamage();
   if (dd > 0.5) {
      ra += (dd - 0.5) * ra_max;
      qa -= (dd - 0.5) * qa_max;
   }

   // Using Pitch rate, integrate pitch
   double newTheta = static_cast<LCreal>(pp->getPitch() + (qa + qa1) * dt / 2.0);

   // Use turn rate integrate heading
   double newPsi = static_cast<LCreal>(pp->getHeading() + (ra + ra1) * dt / 2.0);
   if(newPsi > 2.0*PI) newPsi -= 2.0*PI;
   if(newPsi < 0.0) newPsi += 2.0*PI;

   // Roll angle is proportional to max turn rate - filtered
   double pa = 0.0;
   double newPhi = 0.98 * pp->getRollR() + 0.02 * (ra / ra_max * (Basic::Angle::D2RCC * 60.0));

   // Find Acceleration
   double cmdVelMPS = cmdVelocity * (Basic::Distance::NM2M / 3600.0);
   double vpdot = (cmdVelMPS - pp->getTotalVelocity()) * 0.05;
   if(vpdot > maxAccel)  vpdot = maxAccel;
   if(vpdot < -maxAccel) vpdot = -maxAccel;

   // Compute new velocity (body coordinates)
   double newVP = pp->getTotalVelocity() + vpdot * dt;

   // Set our angular values
   pp->setEulerAngles(newPhi, newTheta, newPsi);
   pp->setAngularVelocities(pa, qa, ra);

   // Set our velocity vector (body coordinates)
   pp->setVelocityBody( static_cast<LCreal>(newVP), 0.0, 0.0);

   // Set our acceleration vector (body coordinates)
   pp->setAccelerationBody( static_cast<LCreal>(vpdot), 0.0, 0.0);
}