Example #1
0
        /// <summary>
        ///  Get the altitude above ground level.
        /// </summary>
        /// <param name="location">Location at which the AGL is evaluated.</param>
        /// <returns>the altitude AGL in feet.</returns>
        /// <see cref="SetGroundCallback"/>
        public double GetAltitudeAGL(Location location)
        {
            Location lDummy;
            Vector3D vDummy;

            return(GroundCallback.GetAGLevel(location, out lDummy, out vDummy, out vDummy, out vDummy));
        }
Example #2
0
        /* Functions that rely on the ground callback
         * The following functions allow to set and get the vehicle position above
         * the ground. The ground level is obtained by interrogating an instance of
         * FGGroundCallback. A ground callback must therefore be set with
         * SetGroundCallback() before calling any of these functions. */

        /// <summary>
        /// Get terrain contact point information below the current location.
        /// </summary>
        /// <param name="location">Location at which the contact point is evaluated.</param>
        /// <param name="contact">Contact point location</param>
        /// <param name="normal">Terrain normal vector in contact point    (ECEF frame)</param>
        /// <param name="velocity">Terrain linear velocity in contact point  (ECEF frame)</param>
        /// <param name="ang_velocity">Terrain angular velocity in contact point (ECEF frame)</param>
        /// <returns>altitude above contact point (AGL) in feet.</returns>
        /// <see cref="SetGroundCallback"/>
        public double GetContactPoint(Location location, out Location contact,
                                      out Vector3D normal, out Vector3D velocity,
                                      out Vector3D ang_velocity)
        {
            return(GroundCallback.GetAGLevel(location, out contact, out normal, out velocity,
                                             out ang_velocity));
        }
Example #3
0
        public void RecomputeRunwayRadius()
        {
            // Get the runway radius.
            Location       contactloc;
            Vector3D       dvNormal, dvVel;
            GroundCallback gcb = FDMExec.GroundCallback;
            double         t   = FDMExec.State.SimTime;

            gcb.GetAGLevel(t, VState.vLocation, out contactloc, out dvNormal, out dvVel);
            RunwayRadius = contactloc.Radius;
        }
Example #4
0
        /// <summary>
        ///  Set the altitude above ground level.
        /// </summary>
        /// <param name="location">Location at which the AGL is set.</param>
        /// <param name="altitudeAGL">Altitude above Ground Level in feet.</param>
        /// <see cref="SetGroundCallback"/>
        public void SetAltitudeAGL(Location location, double altitudeAGL)
        {
            Location contact;
            Vector3D vDummy;

            GroundCallback.GetAGLevel(location, out contact, out vDummy, out vDummy, out vDummy);
            double groundHeight = contact.GeodAltitude;
            double longitude    = location.Longitude;
            double geodLat      = location.GeodLatitudeRad;

            location.SetPositionGeodetic(longitude, geodLat,
                                         groundHeight + altitudeAGL);
        }
Example #5
0
        private bool Allocate()
        {
            bool result = true;

            atmosphere      = new Atmosphere(this);
            propulsion      = new Propulsion(this);
            aerodynamics    = new Aerodynamics(this);
            FCS             = new FlightControlSystem(this);
            groundReactions = new GroundReactions(this);
            inertial        = new Inertial(this);
            massBalance     = new MassBalance(this);
            propagate       = new Propagate(this);
            auxiliary       = new Auxiliary(this);
            aircraft        = new Aircraft(this);
            //output = new Output(this);
            input          = new Input(this);
            groundCallback = new GroundCallback();
            state          = new State(this); // This must be done here, as the State
            // class needs valid pointers to the above model classes


            // Initialize models so they can communicate with each other

            if (!atmosphere.InitModel())
            {
                if (log.IsErrorEnabled)
                {
                    log.Error("Atmosphere model init failed");
                }
                error += 1;
            }
            if (!FCS.InitModel())
            {
                if (log.IsErrorEnabled)
                {
                    log.Error("FCS model init failed");
                }
                error += 2;
            }
            if (!propulsion.InitModel())
            {
                if (log.IsErrorEnabled)
                {
                    log.Error("Propulsion model init failed");
                }
                error += 4;
            }
            if (!massBalance.InitModel())
            {
                if (log.IsErrorEnabled)
                {
                    log.Error("MassBalance model init failed");
                }
                error += 8;
            }
            if (!aerodynamics.InitModel())
            {
                if (log.IsErrorEnabled)
                {
                    log.Error("Aerodynamics model init failed");
                }
                error += 16;
            }
            if (!inertial.InitModel())
            {
                if (log.IsErrorEnabled)
                {
                    log.Error("Inertial model init failed");
                }
                error += 32;
            }
            if (!groundReactions.InitModel())
            {
                if (log.IsErrorEnabled)
                {
                    log.Error("Ground Reactions model init failed");
                }
                error += 64;
            }
            if (!aircraft.InitModel())
            {
                if (log.IsErrorEnabled)
                {
                    log.Error("Aircraft model init failed");
                }
                error += 128;
            }
            if (!propagate.InitModel())
            {
                if (log.IsErrorEnabled)
                {
                    log.Error("Propagate model init failed");
                }
                error += 256;
            }
            if (!auxiliary.InitModel())
            {
                if (log.IsErrorEnabled)
                {
                    log.Error("Auxiliary model init failed");
                }
                error += 512;
            }
            if (!input.InitModel())
            {
                if (log.IsErrorEnabled)
                {
                    log.Error("Intput model init failed");
                }
                error += 1024;
            }

            if (error > 0)
            {
                result = false;
            }

            ic = new InitialCondition(this);

            // Schedule a model. The second arg (the integer) is the pass number. For
            // instance, the atmosphere model gets executed every fifth pass it is called
            // by the executive. Everything else here gets executed each pass.
            // IC and Trim objects are NOT scheduled.

            Schedule(input, 1);
            Schedule(atmosphere, 1);
            Schedule(FCS, 1);
            Schedule(propulsion, 1);
            Schedule(massBalance, 1);
            Schedule(aerodynamics, 1);
            Schedule(inertial, 1);
            Schedule(groundReactions, 1);
            Schedule(aircraft, 1);
            Schedule(propagate, 1);
            Schedule(auxiliary, 1);
            //Schedule(output, 1);

            modelLoaded = false;
            return(result);
        }
Example #6
0
 /// <summary>
 /// Sets the ground callback pointer.
 /// FGInertial will take ownership of the pointer which must therefore be
 /// located in the heap.
 /// </summary>
 /// <param name="gc">A pointer to a ground callback object</param>
 /// <see cref="FGGroundCallback"/>
 public void SetGroundCallback(GroundCallback gc)
 {
     GroundCallback = gc;
 }
Example #7
0
 /// <summary>
 /// Set the simulation time.
 /// The elapsed time can be used by the ground callbck to assess the planet
 /// rotation or the movement of objects.
 /// </summary>
 /// <param name="time">elapsed time in seconds since the simulation started.</param>
 public void SetTime(double time)
 {
     GroundCallback.SetTime(time);
 }
Example #8
0
 /// <summary>
 /// Set the terrain elevation above sea level.
 /// </summary>
 /// <param name="h">Terrain elevation in ft.</param>
 /// <see cref="SetGroundCallback"/>
 public void SetTerrainElevation(double h)
 {
     GroundCallback.SetTerrainElevation(h);
 }