2016-10-30 12:34:41 -03:00
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/*
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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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2017-03-06 13:52:47 -04:00
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#include <stdio.h>
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2016-10-30 12:34:41 -03:00
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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 *home_str, const char *frame_str) :
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Aircraft(home_str, frame_str),
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frame(NULL)
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{
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frame_height = 0.0;
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2016-10-30 12:34:41 -03:00
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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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2017-03-06 13:52:47 -04:00
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// slight positive buoyancy
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2017-11-22 12:09:43 -04:00
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body_accel = Vector3f(0, 0, -calculate_buoyancy_acceleration());
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2017-03-06 13:52:47 -04:00
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2016-10-30 12:34:41 -03:00
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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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2017-03-06 13:52:47 -04:00
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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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2016-10-30 12:34:41 -03:00
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rot_accel += t.rotational * output;
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}
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2017-03-06 13:52:47 -04:00
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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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2019-03-04 17:18:28 -04:00
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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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2017-11-22 12:09:43 -04:00
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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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2018-10-14 01:36:33 -03:00
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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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2016-10-30 12:34:41 -03:00
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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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2017-03-03 06:23:40 -04:00
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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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2017-03-06 13:52:47 -04:00
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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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