/* This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . */ /* ROV/AUV/Submarine simulator class */ #pragma once #include "SIM_Aircraft.h" #include "SIM_Motor.h" #include "SIM_Frame.h" namespace SITL { /* a submarine simulator */ class Thruster { public: Thruster(int8_t _servo, float roll_fac, float pitch_fac, float yaw_fac, float throttle_fac, float forward_fac, float lat_fac) : servo(_servo) { linear = Vector3f(forward_fac, lat_fac, -throttle_fac); rotational = Vector3f(roll_fac, pitch_fac, yaw_fac); }; int8_t servo; Vector3f linear; Vector3f rotational; }; class Submarine : public Aircraft { public: Submarine(const char *frame_str); /* update model by one time step */ void update(const struct sitl_input &input) override; /* static object creator */ static Aircraft *create(const char *frame_str) { return new Submarine(frame_str); } protected: const float water_density = 1023.6; // (kg/m^3) At a temperature of 25 °C, salinity of 35 g/kg and 1 atm pressure const struct { float length = 0.457; // x direction (meters) float width = 0.338; // y direction (meters) float height = 0.254; // z direction (meters) float weight = 10.5; // (kg) float thrust = 51.48; // (N) float thruster_mount_radius = 0.25; // distance in meters from thrusters to center of mass. Used to calculate torque. float equivalent_sphere_radius = 0.2; // volume = 4.pi.r³/3 float volume = 4 * M_PI * pow(equivalent_sphere_radius, 3) / 3; float density = 500; float mass = volume * density; // 16.75 kg // Moment of Inertia (I)(kg.m²) approximated with a sphere with a 25 cm radius (r) and same density as water // I = 2.m.r²/5 float moment_of_inertia = 2 * (mass * pow(equivalent_sphere_radius, 2) / 5); // Frame drag coefficient const Vector3f linear_drag_coefficient = Vector3f(1.4, 1.8, 2.0); // Angular drag coefficient CD for a cube is 1.05. This is subject to change based on experimentation. const Vector3f angular_drag_coefficient = Vector3f(1.05, 1.05, 1.05); // Calculate equivalent sphere area for drag force // $ A = pi * r^2 / 4 $ // $ V = 4 * pi * r^3 / 3 $ // $ r ^2 = (V * 3 / 4) ^ (2/3) $ // A = area (m^3), r = sphere radius (m) float equivalent_sphere_area = M_PI_4 * pow(volume * 3.0f / 4.0f, 2.0f / 3.0f); } frame_property; bool on_ground() const override; // calculate sea floor depth based for terrain follow float calculate_sea_floor_depth(const Vector3f &/*position*/); // calculate rotational and linear accelerations void calculate_forces(const struct sitl_input &input, Vector3f &rot_accel, Vector3f &body_accel); // calculate buoyancy float calculate_buoyancy_acceleration(); // calculate drag from velocity and drag coefficient void calculate_drag_force(const Vector3f &velocity, const Vector3f &drag_coefficient, Vector3f &force); // calculate torque water resistance void calculate_angular_drag_torque(const Vector3f &angular_velocity, const Vector3f &drag_coefficient, Vector3f &torque); // calculate torque induced by buoyancy foams void calculate_buoyancy_torque(Vector3f &torque); Frame *frame; Thruster* thrusters; uint8_t n_thrusters; }; }