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163 lines
5.2 KiB
163 lines
5.2 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 "Frame_Vectored.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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{ |
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Thruster(0, MOT_1_ROLL_FACTOR, MOT_1_PITCH_FACTOR, MOT_1_YAW_FACTOR, MOT_1_THROTTLE_FACTOR, MOT_1_FORWARD_FACTOR, MOT_1_STRAFE_FACTOR), |
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Thruster(1, MOT_2_ROLL_FACTOR, MOT_2_PITCH_FACTOR, MOT_2_YAW_FACTOR, MOT_2_THROTTLE_FACTOR, MOT_2_FORWARD_FACTOR, MOT_2_STRAFE_FACTOR), |
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Thruster(2, MOT_3_ROLL_FACTOR, MOT_3_PITCH_FACTOR, MOT_3_YAW_FACTOR, MOT_3_THROTTLE_FACTOR, MOT_3_FORWARD_FACTOR, MOT_3_STRAFE_FACTOR), |
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Thruster(3, MOT_4_ROLL_FACTOR, MOT_4_PITCH_FACTOR, MOT_4_YAW_FACTOR, MOT_4_THROTTLE_FACTOR, MOT_4_FORWARD_FACTOR, MOT_4_STRAFE_FACTOR), |
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Thruster(4, MOT_5_ROLL_FACTOR, MOT_5_PITCH_FACTOR, MOT_5_YAW_FACTOR, MOT_5_THROTTLE_FACTOR, MOT_5_FORWARD_FACTOR, MOT_5_STRAFE_FACTOR), |
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Thruster(5, MOT_6_ROLL_FACTOR, MOT_6_PITCH_FACTOR, MOT_6_YAW_FACTOR, MOT_6_THROTTLE_FACTOR, MOT_6_FORWARD_FACTOR, MOT_6_STRAFE_FACTOR) |
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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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} |
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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 = Vector3f(0, 0, -calculate_buoyancy_acceleration()); |
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for (int i = 0; i < 6; i++) { |
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Thruster t = vectored_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 (pwm < 2000 && pwm > 1000) { |
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output = (pwm - 1500) / 400.0; // range -1~1 |
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} |
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// 2.5 scalar for approximate real-life performance of T200 thruster |
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body_accel += t.linear * output * 2.5; |
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rot_accel += t.rotational * output; |
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} |
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// Limit movement at the sea floor |
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if (position.z > 100 && 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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Vector3f angular_drag_forces; |
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calculate_drag_force(gyro, frame_property.angular_drag_coefficient, angular_drag_forces); |
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// Add forces in body frame accel |
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rot_accel -= angular_drag_forces / frame_property.weight; |
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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 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 frame_property.buoyancy_acceleration; |
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} |
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// bouyant force is proportional to fraction of height in water |
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return frame_property.buoyancy_acceleration * below_water_level/frame_property.height; |
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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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