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253 lines
9.3 KiB
253 lines
9.3 KiB
/* |
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program. If not, see <http://www.gnu.org/licenses/>. |
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*/ |
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/* |
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Submarine simulator class |
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*/ |
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#include "SIM_Submarine.h" |
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#include <AP_Motors/AP_Motors.h> |
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#include <stdio.h> |
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using namespace SITL; |
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static Thruster vectored_thrusters[] = |
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{ // Motor # Roll Factor Pitch Factor Yaw Factor Throttle Factor Forward Factor Lateral Factor |
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Thruster(0, 0, 0, 1.0f, 0, -1.0f, 1.0f), |
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Thruster(1, 0, 0, -1.0f, 0, -1.0f, -1.0f), |
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Thruster(2, 0, 0, -1.0f, 0, 1.0f, 1.0f), |
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Thruster(3, 0, 0, 1.0f, 0, 1.0f, -1.0f), |
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Thruster(4, 1.0f, 0, 0, -1.0f, 0, 0), |
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Thruster(5, -1.0f, 0, 0, -1.0f, 0, 0) |
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}; |
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static Thruster vectored_6dof_thrusters[] = |
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{ |
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// Motor # Roll Factor Pitch Factor Yaw Factor Throttle Factor Forward Factor Lateral Factor |
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Thruster(0, 0, 0, 1.0f, 0, -1.0f, 1.0f), |
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Thruster(1, 0, 0, -1.0f, 0, -1.0f, -1.0f), |
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Thruster(2, 0, 0, -1.0f, 0, 1.0f, 1.0f), |
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Thruster(3, 0, 0, 1.0f, 0, 1.0f, -1.0f), |
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Thruster(4, 1.0f, -1.0f, 0, -1.0f, 0, 0), |
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Thruster(5, -1.0f, -1.0f, 0, -1.0f, 0, 0), |
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Thruster(6, 1.0f, 1.0f, 0, -1.0f, 0, 0), |
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Thruster(7, -1.0f, 1.0f, 0, -1.0f, 0, 0) |
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}; |
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Submarine::Submarine(const char *frame_str) : |
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Aircraft(frame_str), |
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frame(NULL) |
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{ |
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frame_height = 0.0; |
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ground_behavior = GROUND_BEHAVIOR_NONE; |
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// default to vectored frame |
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thrusters = vectored_thrusters; |
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n_thrusters = 6; |
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if (strstr(frame_str, "vectored_6dof")) { |
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thrusters = vectored_6dof_thrusters; |
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n_thrusters = 8; |
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} |
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} |
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// calculate rotational and linear accelerations |
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void Submarine::calculate_forces(const struct sitl_input &input, Vector3f &rot_accel, Vector3f &body_accel) |
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{ |
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rot_accel = Vector3f(0,0,0); |
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// slight positive buoyancy |
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body_accel = dcm.transposed() * Vector3f(0, 0, -calculate_buoyancy_acceleration()); |
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for (int i = 0; i < n_thrusters; i++) { |
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Thruster t = thrusters[i]; |
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int16_t pwm = input.servos[t.servo]; |
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float output = 0; |
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// if valid pwm and not in the esc deadzone |
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// TODO: extract deadzone from parameters/vehicle code |
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if (pwm < 2000 && pwm > 1000 && (pwm < 1475 || pwm > 1525)) { |
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output = (pwm - 1500) / 400.0; // range -1~1 |
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} |
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float thrust = output * fabs(output) * frame_property.thrust; // approximate pwm to thrust function using a quadratic curve |
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body_accel += t.linear * thrust / frame_property.weight; |
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rot_accel += t.rotational * thrust * frame_property.thruster_mount_radius / frame_property.moment_of_inertia; |
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} |
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float floor_depth = calculate_sea_floor_depth(position); |
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range = floor_depth - position.z; |
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// Limit movement at the sea floor |
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if (position.z > floor_depth && body_accel.z > -GRAVITY_MSS) { |
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body_accel.z = -GRAVITY_MSS; |
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} |
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// Calculate linear drag forces |
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Vector3f linear_drag_forces; |
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calculate_drag_force(velocity_air_bf, frame_property.linear_drag_coefficient, linear_drag_forces); |
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// Add forces in body frame accel |
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body_accel -= linear_drag_forces / frame_property.weight; |
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// Calculate angular drag forces |
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// TODO: This results in the wrong units. Fix the math. |
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Vector3f angular_drag_torque; |
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calculate_angular_drag_torque(gyro, frame_property.angular_drag_coefficient, angular_drag_torque); |
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// Calculate torque induced by buoyancy foams on the frame |
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Vector3f buoyancy_torque; |
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calculate_buoyancy_torque(buoyancy_torque); |
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// Add forces in body frame accel |
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rot_accel -= angular_drag_torque / frame_property.moment_of_inertia; |
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rot_accel += buoyancy_torque / frame_property.moment_of_inertia; |
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add_shove_forces(rot_accel, body_accel); |
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} |
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/** |
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* @brief Calculate the torque induced by buoyancy foam |
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* |
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* @param torque Output torques |
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*/ |
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void Submarine::calculate_buoyancy_torque(Vector3f &torque) |
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{ |
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// Let's assume 2 Liters water displacement at the top, and ~ 2kg of weight at the bottom. |
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const Vector3f force_up(0,0,-40); // 40 N upwards |
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const Vector3f force_position = dcm.transposed() * Vector3f(0, 0, 0.15); // offset in meters |
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torque = force_position % force_up; |
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} |
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/** |
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* @brief Calculate sea floor depth from submarine position |
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* This creates a non planar floor for rangefinder sensor test |
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* TODO: Create a better sea floor with procedural generatation |
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* |
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* @param position |
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* @return float |
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*/ |
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float Submarine::calculate_sea_floor_depth(const Vector3f &/*position*/) |
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{ |
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return 50; |
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} |
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/** |
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* @brief Calculate drag force against body |
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* |
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* @param velocity Body frame velocity of fluid |
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* @param drag_coefficient Drag coefficient of body |
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* @param force Output forces |
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* $ F_D = rho * v^2 * A * C_D / 2 $ |
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* rho = water density (kg/m^3), V = velocity (m/s), A = area (m^2), C_D = drag_coefficient |
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*/ |
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void Submarine::calculate_drag_force(const Vector3f &velocity, const Vector3f &drag_coefficient, Vector3f &force) |
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{ |
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/** |
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* @brief It's necessary to keep the velocity orientation from the body frame. |
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* To do so, a mathematical artifice is used to do velocity square but without loosing the direction. |
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* $(|V|/V)*V^2$ = $|V|*V$ |
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*/ |
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const Vector3f velocity_2( |
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fabsf(velocity.x) * velocity.x, |
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fabsf(velocity.y) * velocity.y, |
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fabsf(velocity.z) * velocity.z |
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); |
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force = (velocity_2 * water_density) * frame_property.equivalent_sphere_area / 2.0f; |
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force *= drag_coefficient; |
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} |
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/** |
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* @brief Calculate angular drag torque using the equivalente sphere area and assuming a laminar external flow. |
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* |
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* $F_D = C_D*A*\rho*V^2/2$ |
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* where: |
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* $F_D$ is the drag force |
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* $C_D$ is the drag coefficient |
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* $A$ is the surface area in contact with the fluid |
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* $/rho$ is the fluid density (1000kg/m³ for water) |
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* $V$ is the fluid velocity velocity relative to the surface |
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* |
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* @param angular_velocity Body frame velocity of fluid |
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* @param drag_coefficient Rotational drag coefficient of body |
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*/ |
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void Submarine::calculate_angular_drag_torque(const Vector3f &angular_velocity, const Vector3f &drag_coefficient, Vector3f &torque) |
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{ |
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/** |
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* @brief It's necessary to keep the velocity orientation from the body frame. |
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* To do so, a mathematical artifice is used to do velocity square but without loosing the direction. |
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* $(|V|/V)*V^2$ = $|V|*V$ |
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*/ |
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Vector3f v_2( |
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fabsf(angular_velocity.x) * angular_velocity.x, |
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fabsf(angular_velocity.y) * angular_velocity.y, |
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fabsf(angular_velocity.z) * angular_velocity.z |
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); |
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Vector3f f_d = v_2 *= drag_coefficient * frame_property.equivalent_sphere_area * 1000 / 2; |
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torque = f_d * frame_property.equivalent_sphere_radius; |
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} |
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/** |
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* @brief Calculate buoyancy force of the frame |
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* |
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* @return float |
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*/ |
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float Submarine::calculate_buoyancy_acceleration() |
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{ |
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float below_water_level = position.z - frame_property.height/2; |
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// Completely above water level |
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if (below_water_level < 0) { |
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return 0.0f; |
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} |
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// Completely below water level |
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if (below_water_level > frame_property.height/2) { |
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return GRAVITY_MSS + sitl->buoyancy / frame_property.mass; |
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} |
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// bouyant force is proportional to fraction of height in water |
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return GRAVITY_MSS + (sitl->buoyancy * below_water_level/frame_property.height) / frame_property.mass; |
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}; |
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/* |
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update the Submarine simulation by one time step |
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*/ |
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void Submarine::update(const struct sitl_input &input) |
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{ |
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// get wind vector setup |
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update_wind(input); |
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Vector3f rot_accel; |
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calculate_forces(input, rot_accel, accel_body); |
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update_dynamics(rot_accel); |
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// update lat/lon/altitude |
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update_position(); |
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time_advance(); |
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// update magnetic field |
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update_mag_field_bf(); |
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} |
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/* |
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return true if we are on the ground |
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*/ |
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bool Submarine::on_ground() const |
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{ |
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return false; |
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}
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